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Sample records for playing english computer

  1. Computer Multimedia Assisted English Vocabulary Teaching Courseware

    Directory of Open Access Journals (Sweden)

    Nan Yue

    2017-12-01

    Full Text Available English vocabulary is often regarded as the most boring link in English learning. However, English vocabulary is the basis of all aspects of English learning. Therefore, enriching the process of English vocabulary learning and stimulating the interest of English vocabulary learning are the keys to the reform of English vocabulary teaching. The computer multimedia is developing and popularizing rapidly with the rapid development of informationization and networking, which plays its role in more and more fields. The application of multimedia technology in the field of teaching is no longer strange. This paper mainly studied the design of computer multimedia assisted English vocabulary teaching courseware. First of all, this paper gave an overview of computer multimedia technology from the aspects of concept, characteristics, development and application situation, which cited and analyzed the cognitive learning theory and memory law. Under the guidance of scientific laws and in combination with the requirement analysis and pattern construction of English vocabulary teaching, this paper realized the module design, style design and database design of English vocabulary courseware. Finally, the content of English vocabulary teaching courseware was demonstrated, and its application effect was verified through the combination of subjective evaluation and objective evaluation. This article has an important guiding significance for stimulating students’ interest in English vocabulary learning and enhancing the quality of vocabulary teaching.

  2. Computed tomographic pelvimetry in English bulldogs.

    Science.gov (United States)

    Dobak, Tetyda P; Voorhout, George; Vernooij, Johannes C M; Boroffka, Susanne A E B

    2018-05-31

    English bulldogs have been reported to have a high incidence of dystocia and caesarean section is often performed electively in this breed. A narrow pelvic canal is the major maternal factor contributing to obstructive dystocia. The objective of this cross-sectional study was to assess the pelvic dimensions of 40 clinically healthy English bulldogs using computed tomography pelvimetry. A control group consisting of 30 non-brachycephalic dogs that underwent pelvic computed tomography was retrospectively collected from the patient archive system. Univariate analysis of variance was used to compare computed tomography pelvimetry of both groups and the effects of weight and gender on the measurements. In addition, ratios were obtained to address pelvic shape differences. A significantly (P = 0.00) smaller pelvic size was found in English bulldogs compared to the control group for all computed tomography measurements: width and length of the pelvis, pelvic inlet and caudal pelvic aperture. The pelvic conformation was significantly different between the groups, English bulldogs had an overall shorter pelvis and pelvic canal and a narrower pelvic outlet. Weight had a significant effect on all measurements whereas gender that only had a significant effect on some (4/11) pelvic dimensions. Our findings prove that English bulldogs have a generally reduced pelvic size as well as a shorter pelvis and narrower pelvic outlet when compared to non-brachycephalic breeds. We suggest that some of our measurements may serve as a baseline for pelvic dimensions in English bulldogs and may be useful for future studies on dystocia in this breed. Copyright © 2018 Elsevier Inc. All rights reserved.

  3. A Computer String-Grammar of English.

    Science.gov (United States)

    Sager, Naomi

    This volume is the fourth in a series of detailed reports on a working computer program for the syntactic analysis of English sentences into their component strings. The report (1) records the considerations involved in various decisions among alternative grammatical formulations and presents the word-subclasses, the linguistic strings, etc., for…

  4. Different Reasons to Play Games in an English Language Class

    Science.gov (United States)

    Sevy-Biloon, Julia

    2017-01-01

    English language students at the Universidad Nacional de Educacion (UNAE) in Ecuador tend to have various learning styles and have a hard time being motivated to not only learn, but also remember the correct form of English language being taught in the classroom. It is mandatory for these students to learn English; therefore many do not have…

  5. Motivations for Play in Computer Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    , but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located...

  6. Playing the Assessment Game: An English Early Childhood Education Perspective

    Science.gov (United States)

    Basford, Jo; Bath, Caroline

    2014-01-01

    Assessment and the documentation of learning is an international issue in early childhood education (ECE) and has increasingly become a way for governments to exercise direct control over the practitioners working with young children. This paper details recent statutory guidance about assessment and documentation for English ECE settings and…

  7. Values and imperfections of the English Restoration plays

    OpenAIRE

    Andrejević Ana M.

    2014-01-01

    Although writers of the English Restoration tragedy were not able to continue the path of the magnificent Renaissance tragedy and to become the worthy heirs of Shakespeare, they were experimenting with the verse and themes leaving a few impressive tragic scenes. Therefore, the heroic tragedy, as a dramatic kind, did not achieve an enviable aesthetic value. On the other hand, writers of comedies have managed to adjust the traditional elements to the new literary trends and to the atmosphere of...

  8. An Exploratory Case Study of Young Children's Interactive Play Behaviours with a Non-English Speaking Child

    Science.gov (United States)

    Lee, Joohi; Md-Yunus, Sham'ah; Son, Won In; Meadows, Michelle

    2009-01-01

    This study is an examination of preschool-age English speaking children's interactive play behaviours with a non-English speaking child (NEC). The play types of a NEC were reported using the Parten's categories of solitary, parallel and interactive play. In addition, English-speaking children's interactive play with a NEC were reported in this…

  9. Values and imperfections of the English Restoration plays

    Directory of Open Access Journals (Sweden)

    Andrejević Ana M.

    2014-01-01

    Full Text Available Although writers of the English Restoration tragedy were not able to continue the path of the magnificent Renaissance tragedy and to become the worthy heirs of Shakespeare, they were experimenting with the verse and themes leaving a few impressive tragic scenes. Therefore, the heroic tragedy, as a dramatic kind, did not achieve an enviable aesthetic value. On the other hand, writers of comedies have managed to adjust the traditional elements to the new literary trends and to the atmosphere of the epoch. They have created a comedy of character and humor with an appropriate and realistic prose dialogue full of wit and refined language which was the best media for depicting cheerful and immoral aristocratic life of that time. Preserving and highlighting these dramatic elements, the dramatists of the Restoration have influenced the successors of a typical British comedy that will come to life again, in its true and pure comic form, in the works of Bernard Shaw and Oscar Wilde.

  10. What Play Means to Us: Exploring Children's Perspectives on Play in an English Year 1 Classroom

    Science.gov (United States)

    Howe, Sally

    2016-01-01

    Opportunities for play and self-initiated activity, considered to be an important part of children's learning in early childhood settings, diminish as children progress into school. Previous studies suggest that losing time for play/self-initiated activity can impact negatively on children's attitudes to school learning. This article discusses the…

  11. Designing English for Specific Purposes Course for Computer Science Students

    Science.gov (United States)

    Irshad, Isra; Anwar, Behzad

    2018-01-01

    The aim of this study was to design English for Academic Purposes (EAP) course for University students enrolled in the Computer Science Department. For this purpose, academic English language needs of the students were analyzed by using a 5 point Likert scale questionnaire. Additionally, interviews were also conducted with four faculty members of…

  12. Specifics of computer discourse translation from English into Russian

    African Journals Online (AJOL)

    Specifics of computer discourse translation from English into Russian. ... of further development of science and technology in Russia and abroad and it inevitably ... The article may be useful for IT teachers when preparing teaching aids and ...

  13. Effect of computer game playing on baseline laparoscopic simulator skills.

    Science.gov (United States)

    Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd

    2013-08-01

    Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.

  14. Role-Play Game-Enhanced English for a Specific-Purpose Vocabulary-Acquisition Framework

    Science.gov (United States)

    Lu, Fang-Chen; Chang, Ben

    2016-01-01

    With the advantages of an engaged and authentic role-play game (RPG), this study aims to develop an RPG-enhanced English for specific purposes (ESP) vocabulary-acquisition framework, providing teachers and students a systematic way to incorporate RPG into ESP learning. The framework is composed of five parts: goal, three-level vocabulary sets, RPG…

  15. The first English (EFL) lesson : Initial settings or the emergence of a playful classroom culture

    NARCIS (Netherlands)

    van Dam, J.; Bannink, A.; Bell, N.

    2017-01-01

    This discourse-based micro-ethnographic study scrutinizes the various forms of play that are a recurrent and salient feature of a first English (EFL) lesson in a Dutch secondary school context. In the first part of the lesson collective speaking formats associated with cultural games and routines in

  16. Supporting Sociodramatic Play in Preschools to Promote Language and Literacy Skills of English Language Learners

    Science.gov (United States)

    Banerjee, Rashida; Alsalman, Amani; Alqafari, Shehana

    2016-01-01

    English language learners are often at risk for communication and language delays--crucial elements in the foundation of early literacy skills. Studies have shown that preschool children involved in sociodramatic play demonstrate greater proficiency and interest in language development and reading. The manuscript shares evidence-based strategies…

  17. Energy expenditure in adolescents playing new generation computer games.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2008-07-01

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Setting Research laboratories. Six boys and five girls aged 13-15 years. Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  18. Attacking and defensive styles of play in soccer: analysis of Spanish and English elite teams.

    Science.gov (United States)

    Fernandez-Navarro, Javier; Fradua, Luis; Zubillaga, Asier; Ford, Paul R; McRobert, Allistair P

    2016-12-01

    The aim of this study was to define and categorise different styles of play in elite soccer and associated performance indicators by using factor analysis. Furthermore, the observed teams were categorised using all factor scores. Data were collected from 97 matches from the Spanish La Liga and the English Premier League from the seasons 2006-2007 and 2010-2011 using the Amisco® system. A total of 19 performance indicators, 14 describing aspects of attacking play and five describing aspects of defensive play, were included in the factor analysis. Six factors, representing 12 different styles of play (eight attacking and four defensive), had eigenvalues greater than 1 and explained 87.54% of the total variance. Direct and possession styles of play, defined by factor 1, were the most apparent styles. Factor analysis used the performance indicators to cluster each team's style of play. Findings showed that a team's style of play was defined by specific performance indicators and, consequently, teams can be classified to create a playing style profile. For practical implications, playing styles profiling can be used to compare different teams and prepare for opponents in competition. Moreover, teams could use specific training drills directed to improve their styles of play.

  19. Short-Term Effects of Playing Computer Games on Attention

    Science.gov (United States)

    Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan

    2010-01-01

    Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour.…

  20. 01010000 01001100 01000001 01011001: Play Elements in Computer Programming

    Science.gov (United States)

    Breslin, Samantha

    2013-01-01

    This article explores the role of play in human interaction with computers in the context of computer programming. The author considers many facets of programming including the literary practice of coding, the abstract design of programs, and more mundane activities such as testing, debugging, and hacking. She discusses how these incorporate the…

  1. Computers and Play in Early Childhood: Affordances and Limitations

    Science.gov (United States)

    Verenikina, Irina; Herrington, Jan; Peterson, Rob; Mantei, Jessica

    2010-01-01

    The widespread proliferation of computer games for children as young as six months of age, merits a reexamination of their manner of use and a review of their facility to provide opportunities for developmental play. This article describes a research study conducted to explore the use of computer games by young children, specifically to…

  2. Excessive computer game playing : evidence for addiction and aggression?

    OpenAIRE

    Grüsser, SM; Thalemann, R; Griffiths, MD

    2007-01-01

    Computer games have become an ever-increasing part of many adolescents’ day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as “computer/video game addiction” have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample compri...

  3. Chinese-English Automation and Computer Technology Dictionary, Volume 2.

    Science.gov (United States)

    1980-08-01

    Chinese-English Automation and Computer Technology Dictionary VOL 2 ItT: SEP 2LECTE \\This dcuflent h as een c i tsrO tog public te1a sae’ I d~suil to...zhuangbei A information link 04 tongxin ].ianjie zhuangzhi A Iconrwnicatioi link 05 tongxin shebei camuenications euipme~nt; 06 omnications facility

  4. Evaluating the Effectiveness of Computer Applications in Developing English Learning

    Science.gov (United States)

    Whitaker, James Todd

    2016-01-01

    I examined the effectiveness of self-directed learning and English learning with computer applications on college students in Bangkok, Thailand, in a control-group experimental-group pretest-posttest design. The hypothesis was tested using a t test: two-sample assuming unequal variances to establish the significance of mean scores between the two…

  5. English and the Computer Culture: The Nigerian Situation | Agba ...

    African Journals Online (AJOL)

    The purpose of this article therefore, is to highlight the obstacles and challenges of this new technology-driven globalised environment for English Language, particularly, in the Nigerian society, in order to point out the consequences of getting engaged in the computer business as usual, and to suggest ways of adapting to ...

  6. Negative correlates of computer game play in adolescents.

    Science.gov (United States)

    Colwell, J; Payne, J

    2000-08-01

    There is some concern that playing computer games may be associated with social isolation, lowered self-esteem, and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of 'electronic friendship' among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self-esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure to game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.

  7. English Computer Discourse: Some Characteristic Features

    Directory of Open Access Journals (Sweden)

    Tatjana Rusko

    2013-12-01

    Full Text Available The problem of virtual discourse is coming into focus of linguistic research. This interest results from the rapid spread of information technology, modern Internet culture incipience, a symbol of information revolution, new opportunities and threats that accompany computer civilization. The emergence of the communicative environment as a particular sphere of language actualization, necessitates new language means of communication or transformation and reframing the already existing ones. Obviously, it’s time to talk about the formation of a new discourse in the new communicative space – computer (electronic, virtual discourse, which subsequently may considerably affect the speech behavior of society. The present article makes an attempt to identify some linguistic and communicative features of virtual discourse. Computer discourse, being a sub-language of hybrid character, combines elements of oral and written discourse with its own specific features. It should be noted that in the context of information culture the problem of communication interaction is among the most topical issues in science and education. There is hardly any doubt that the study and advancement of virtual communication culture is one of higher education distinctive mission components.

  8. Short-term effects of playing computer games on attention.

    Science.gov (United States)

    Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan

    2010-05-01

    The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour. The TBAG form of the Stroop task was administered to all participants twice, before playing and immediately after playing the game. Participants with improved posttest scores, compared to their pretest scores, used the computer on average 0.67 +/- 1.1 hr/day, while the average administered was measured at 1.6 +/- 1.4 hr/day and 1.3 +/- 0.9 hr/day computer use for participants with worse or unaltered scores, respectively. According to the regression model, male gender, younger ages, duration of daily computer use, and ADHD inattention type were found to be independent risk factors for worsened posttest scores. Time spent playing computer games can exert a short-term effect on attention as measured by the Stroop test.

  9. The influence of playing computer games on pupil's development

    OpenAIRE

    Pospíšilová, Lenka

    2008-01-01

    This thesis is about the effects of playing computer games on pupils and students behavior. It is divided into a theoretical and an investigative part. The theoretical part is dedicated to historical development of technologies and principals of game systems in relationship to technical progress. It adverts to psychological, social and biological effects of long time, intensive playing of games. It shows positive and negative effects ofthis activity. The work analyses typical pathological eve...

  10. English

    DEFF Research Database (Denmark)

    Phillipson, Robert

    2011-01-01

    The article exemplifies and presents the characteristics of linguistic imperialism, linguistic capital accumulation following the same pattern as capitalist economic dominance. The text summarizes the way English was established in the colonial period. Many of the mechanisms of linguistic hierarchy...... have been maintained and intensified since then, as African and Indian scholarship demonstrates. Language plays a key role in education, the World Bank taking over where colonial regimes left off. Anglo-American efforts to maintain global English dominance have intensified since 1945 and are central...... to the present-day world ‘order’, as the postcolonial is subsumed under global empire, assisted by English linguistic neoimperialism. Some scholars who deny the existence of linguistic imperialism are reported on, and the complexity of language policy in European integration is demonstrated. The article...

  11. The Role Of Playing Online Games In Teen’s Developing English Vocabulary

    OpenAIRE

    Ambarita, Ridho Vandi H

    2016-01-01

    This Thesis entitled "The Role of playing Online Games in Teens' Developing Vocabulary" This is a study of the influence of online gaming in the development of English vocabulary teenagers. This study using qualitative methods. Miles and Huberman (1994) defined the way of qualitative research was to find the meaning of data based on the goals stated by the researcher. This study is held in the SMP Neg. 45 Medan and some of his students became participant. Data from this study are the words co...

  12. Virago in Play on the English Renaissance Stage: Repudiating Marriage of the Boy Heroine

    OpenAIRE

    久保田, 育子

    2006-01-01

    One of the remarkable conventions within the English Renaissance was the dramatic practice that women’s roles were played by actors defined as ‘boys’,who were considered to be immature as their sex/gender had not yet developed fully to adulthood. In this paper, I will first illustrate the representations of the Virgin Mary and Eve in early Modern Protestant England, with a special emphasis on a virgo, a woman of inviolate chastity,and a virago,an Amazon-like saviour. Within patriarchal societ...

  13. Natural language computing an English generative grammar in Prolog

    CERN Document Server

    Dougherty, Ray C

    2013-01-01

    This book's main goal is to show readers how to use the linguistic theory of Noam Chomsky, called Universal Grammar, to represent English, French, and German on a computer using the Prolog computer language. In so doing, it presents a follow-the-dots approach to natural language processing, linguistic theory, artificial intelligence, and expert systems. The basic idea is to introduce meaningful answers to significant problems involved in representing human language data on a computer. The book offers a hands-on approach to anyone who wishes to gain a perspective on natural language

  14. Stretching Capabilities: Children with Disabilities Playing TV and Computer Games

    Science.gov (United States)

    Wasterfors, David

    2011-01-01

    Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in…

  15. Excessive computer game playing: evidence for addiction and aggression?

    Science.gov (United States)

    Grüsser, S M; Thalemann, R; Griffiths, M D

    2007-04-01

    Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.

  16. Social Play at the Computer: Preschoolers Scaffold and Support Peers' Computer Competence.

    Science.gov (United States)

    Freeman, Nancy K.; Somerindyke, Jennifer

    2001-01-01

    Describes preschoolers' collaboration during free play in a computer lab, focusing on the computer's contribution to active, peer-mediated learning. Discusses these observations in terms of Parten's insights on children's social play and Vygotsky's socio-cultural learning theory, noting that the children scaffolded each other's growing computer…

  17. Concussions and Head Injuries in English Community Rugby Union Match Play.

    Science.gov (United States)

    Roberts, Simon P; Trewartha, Grant; England, Michael; Goodison, William; Stokes, Keith A

    2017-02-01

    Previous research has described general injury patterns in community-level rugby union, but specific information on time-loss head injuries has not been reported. To establish the incidence and nature of significant time-loss head injuries in English community rugby match play, and to identify the injury risk for specific contact events. Descriptive epidemiology study. Over 6 seasons, injury information was collected from 46 (2009-2010), 67 (2010-2011), 76 (2011-2012), 50 (2012-2013), 67 (2013-2014), and 58 (2014-2015) English community rugby clubs (Rugby Football Union levels 3-9) over a total of 175,940 hours of player match exposure. Club injury management staff reported information for all head injuries sustained during match play whereby the player was absent for 8 days or greater. Clubs were subdivided into semiprofessional (mean player age, 24.6 ± 4.7 years), amateur (24.9 ± 5.1 years), and recreational (25.6 ± 6.1 years) playing levels. Contact events from a sample of 30 matches filmed over seasons 2009-2010, 2010-2011, and 2011-2012 provided mean values for the frequency of contact events. The overall incidence for time-loss head injuries was 2.43 injuries per 1000 player match hours, with a higher incidence for the amateur (2.78; 95% CI, 2.37-3.20) compared with recreational (2.20; 95% CI, 1.86-2.53) ( P = .032) playing level but not different to the semiprofessional (2.31; 95% CI, 1.83-2.79) playing level. Concussion was the most common time-loss head injury, with 1.46 per 1000 player match hours. The tackle event was associated with 64% of all head injuries and 74% of all concussions. There was also a higher risk of injuries per tackle (0.33 per 1000 events; 95% CI, 0.30-0.37) compared with all other contact events. Concussion was the most common head injury diagnosis, although it is likely that this injury was underreported. Continuing education programs for medical staff and players are essential for the improved identification and management of

  18. Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems.

    Science.gov (United States)

    Wenzel, H G; Bakken, I J; Johansson, A; Götestam, K G; Øren, Anita

    2009-12-01

    Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.

  19. THE ROLE OF COMPUTER TECHNOLOGY IN TEACHING ENGLISH LANGUAGE

    Directory of Open Access Journals (Sweden)

    Батагоз Талгатовна Керимбаева

    2017-12-01

    Full Text Available In the article an attempt was made to define the role and to study the peculiarities of functioning of English language in higher education. The state of education of the Republic of Kazakhstan and trends of development of society are the most result problems of priority development of the education system on the basis of computer technology and the creation of a unified educational information environment. With the rapid development of science, fast updates of information, it is impossible to learn for a lifetime, it is important to develop the interest in obtaining knowledge for continuous self- education. Intense changes in society caused by the development of modern educational technologies, has led to the need for change of the education system. The main objective of the training is to achieve a new modern quality of education.Modernization of the Kazakhstan education defines the main goal of professional education as the training of qualified professional of the appropriate level and profile, fluent in their profession, capable to effective work on a speciality at the level of world standards, ready for professional growth and professional mobility. Modern trends of modernization of educational programs demand introduction of modern methods of teaching. The increasing introduction of new computer technology and the application of the competence approach in educational process of H.A. Yasawi International kazakh- turkish university promotes increase of efficiency of process of teaching English.

  20. Quantum plug n’ play: modular computation in the quantum regime

    Science.gov (United States)

    Thompson, Jayne; Modi, Kavan; Vedral, Vlatko; Gu, Mile

    2018-01-01

    Classical computation is modular. It exploits plug n’ play architectures which allow us to use pre-fabricated circuits without knowing their construction. This bestows advantages such as allowing parts of the computational process to be outsourced, and permitting individual circuit components to be exchanged and upgraded. Here, we introduce a formal framework to describe modularity in the quantum regime. We demonstrate a ‘no-go’ theorem, stipulating that it is not always possible to make use of quantum circuits without knowing their construction. This has significant consequences for quantum algorithms, forcing the circuit implementation of certain quantum algorithms to be rebuilt almost entirely from scratch after incremental changes in the problem—such as changing the number being factored in Shor’s algorithm. We develop a workaround capable of restoring modularity, and apply it to design a modular version of Shor’s algorithm that exhibits increased versatility and reduced complexity. In doing so we pave the way to a realistic framework whereby ‘quantum chips’ and remote servers can be invoked (or assembled) to implement various parts of a more complex quantum computation.

  1. The role of computer use and English proficiency in gender wage inequality

    DEFF Research Database (Denmark)

    Chen, Long Hwa; Chen, Hsin-Fan

    2007-01-01

    This paper uses the Blinder-Oaxaca decomposition and accounts for potential identification bias in order to shed light on the role of computer use as well as English ability on the gender wage differential in Taiwan. The results show that both computer use and English proficiency benefit female w...... wage earners and contribute to an equalization of the gender wage gap.......This paper uses the Blinder-Oaxaca decomposition and accounts for potential identification bias in order to shed light on the role of computer use as well as English ability on the gender wage differential in Taiwan. The results show that both computer use and English proficiency benefit female...

  2. A Cross-Cultural Investigation of Gender-Bound Language Use in Turkish and English Plays: Implications for Foreign Language Education

    Science.gov (United States)

    Genc, Zubeyde Sinem; Armagan, Kiymet Selin

    2018-01-01

    The aim of the study is to investigate gender-bound language use in Turkish and English languages and to identify the differences and similarities across cultures and genders in the plays with family and social themes. Four English and five Turkish plays were chosen randomly for comparison. The number of words in the plays were taken into…

  3. The effect of playing formation on high-intensity running and technical profiles in English FA Premier League soccer matches

    DEFF Research Database (Denmark)

    Bradley, Paul S; Carling, Chris; Archer, Dave

    2011-01-01

    The aim of this study was to examine the effect of playing formation on high-intensity running and technical performance during elite soccer matches. Twenty English FA Premier League games were analysed using a multiple-camera computerized tracking system (n = 153 players). Overall ball possession...

  4. Computer-Based English Language Testing in China: Present and Future

    Science.gov (United States)

    Yu, Guoxing; Zhang, Jing

    2017-01-01

    In this special issue on high-stakes English language testing in China, the two articles on computer-based testing (Jin & Yan; He & Min) highlight a number of consistent, ongoing challenges and concerns in the development and implementation of the nationwide IB-CET (Internet Based College English Test) and institutional computer-adaptive…

  5. Teachers and Parents Play to Learn: Play-Based Instruction in Computer Technology

    Science.gov (United States)

    Parker, Denise

    2010-01-01

    Play is so important that it is declared as one of the human rights by the United Nations. Although it is focused on children, play does "not" stop there. In the 1990s the author designed and facilitated a blended curriculum for a Head Start Program. The instructional goal was to introduce and get the children to effectively and…

  6. Cancer Survivors Who Play Recreational Computer Games: Motivations for Playing and Associations with Beneficial Psychological Outcomes.

    Science.gov (United States)

    Comello, Maria Leonora G; Francis, Diane B; Marshall, Laura Heisner; Puglia, Deanna R

    2016-08-01

    Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.

  7. Playing with your Brain : Brain-Computer Interfaces and Games

    NARCIS (Netherlands)

    Nijholt, Anton; Tan, Desney; Bernhaupt, Regina; Tscheligi, Manfred

    2007-01-01

    In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user’s affective

  8. Playing with your Brain: Brain-Computer Interfaces and Games

    NARCIS (Netherlands)

    Nijholt, Antinus; Tan, Desney; Bernhaupt, R.; Tscheligi, M.

    2007-01-01

    In this workshop we investigate a possible role of brain-computer interaction in computer games and entertainment computing. The assumption is that brain activity, whether it is consciously controlled and directed by the user or just recorded in order to obtain information about the user’s affective

  9. Cognitive Play and Mathematical Learning in Computer Microworlds.

    Science.gov (United States)

    Steffe, Leslie P.; Wiegel, Heide G.

    1994-01-01

    Uses the constructivist principle of active learning to explore the possibly essential elements in transforming a cognitive play activity into mathematical activity. Suggests that for such transformation to occur, cognitive play activity must involve operations of intelligence that, yield situations of mathematical schemes. Illustrates the…

  10. Enhancing interest in statistics among computer science students using computer tool entrepreneur role play

    Science.gov (United States)

    Judi, Hairulliza Mohamad; Sahari @ Ashari, Noraidah; Eksan, Zanaton Hj

    2017-04-01

    Previous research in Malaysia indicates that there is a problem regarding attitude towards statistics among students. They didn't show positive attitude in affective, cognitive, capability, value, interest and effort aspects although did well in difficulty. This issue should be given substantial attention because students' attitude towards statistics may give impacts on the teaching and learning process of the subject. Teaching statistics using role play is an appropriate attempt to improve attitudes to statistics, to enhance the learning of statistical techniques and statistical thinking, and to increase generic skills. The objectives of the paper are to give an overview on role play in statistics learning and to access the effect of these activities on students' attitude and learning in action research framework. The computer tool entrepreneur role play is conducted in a two-hour tutorial class session of first year students in Faculty of Information Sciences and Technology (FTSM), Universiti Kebangsaan Malaysia, enrolled in Probability and Statistics course. The results show that most students feel that they have enjoyable and great time in the role play. Furthermore, benefits and disadvantages from role play activities were highlighted to complete the review. Role play is expected to serve as an important activities that take into account students' experience, emotions and responses to provide useful information on how to modify student's thinking or behavior to improve learning.

  11. Computer Literacy of Iranian Teachers of English as a Foreign Language: Challenges and Obstacles

    Science.gov (United States)

    Dashtestani, Reza

    2014-01-01

    Basically, one of the requirements for the implementation of computer-assisted language learning (CALL) is English as a foreign language (EFL) teachers' ability to use computers effectively. Educational authorities and planners should identify EFL teachers' computer literacy levels and make attempts to improve the teachers' computer competence.…

  12. Analysis of the Length of Braille Texts in English Braille American Edition, the Nemeth Code, and Computer Braille Code versus the Unified English Braille Code

    Science.gov (United States)

    Knowlton, Marie; Wetzel, Robin

    2006-01-01

    This study compared the length of text in English Braille American Edition, the Nemeth code, and the computer braille code with the Unified English Braille Code (UEBC)--also known as Unified English Braille (UEB). The findings indicate that differences in the length of text are dependent on the type of material that is transcribed and the grade…

  13. Benefits and Challenges in Using Computers and the Internet with Adult English Learners.

    Science.gov (United States)

    Terrill, Lynda

    Although resources and training vary from program to program, adult English as a Second or Other Language (ESOL) teachers and English learners across the country are integrating computers and Internet use with ESOL instruction. This can be seen in the growing number of ESOL resources available on the World Wide Web. There are very good reasons for…

  14. Computer Assisted Assessment and The Role it Plays in ...

    African Journals Online (AJOL)

    Although the use of computers in data-driven decision making in education was ... educational leaders are now using this approach to transform other aspects of ... machine decision-making without losing the opportunity for rational thought.

  15. Computer Programming: An Activity as Compelling as Game Play

    Directory of Open Access Journals (Sweden)

    Tom Goulding

    2010-04-01

    Full Text Available Game motif programming exercises (GM-Games were developed to help novices develop complex client server game systems within their freshman year. GM-Games foster a strong work ethic in as much as they reproduce the challenges and excitement associated with game play; yet their purpose is the development of advanced programming skills. We have found that young people are just as interested in mastering programming skills as they are in mastering the shooting, racing or strategy skills required in many entertainment games. We describe in this paper how GM-Games imitate many of the aspects of game play.

  16. Playing Violent Video and Computer Games and Adolescent Self-Concept.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1996-01-01

    Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…

  17. Trainee Teachers' e-Learning Experiences of Computer Play

    Science.gov (United States)

    Wright, Pam

    2009-01-01

    Pam Wright highlights the role of technology in providing situated learning opportunities for preservice teachers to explore the role commercial computer games may have in primary education. In a study designed to assess the effectiveness of an online unit on gaming incorporated into a course on learning technologies, Wright found that thoughtful…

  18. Role-Play Technique as an Antecedent of Performance in English Language: Evidence from Secondary Schools in Wareng District, Uasin Gishu County, Kenya

    Science.gov (United States)

    Julius, Kemboi; Osman, Ahmed

    2015-01-01

    In Kenya, there is a national concern over English language dismal performance over the years in Kenya Certificate of Secondary Education (K.C.S.E). Blame has been put on teachers of English language for relying on techniques that favor them at the expense of their students. This article therefore sought to assess the use of role-play technique as…

  19. Computer analysis and comparison of chess players' game-playing styles

    OpenAIRE

    Krevs, Urša

    2015-01-01

    Today's computer chess programs are very good at evaluating chess positions. Research has shown that we can rank chess players by the quality of their game play, using a computer chess program. In the master's thesis Computer analysis and comparison of chess players' game-playing styles, we focus on the content analysis of chess games using a computer chess program's evaluation and attributes we determined for each individual position. We defined meaningful attributes that can be used for com...

  20. Homo ludens in the loop playful human computation systems

    CERN Document Server

    Krause, Markus

    2014-01-01

    The human mind is incredible. It solves problems with ease that will elude machines even for the next decades. This book explores what happens when humans and machines work together to solve problems machines cannot yet solve alone. It explains how machines and computers can work together and how humans can have fun helping to face some of the most challenging problems of artificial intelligence. In this book, you will find designs for games that are entertaining and yet able to collect data to train machines for complex tasks such as natural language processing or image understanding. You wil

  1. Saudi high school students' attitudes and barriers toward the use of computer technologies in learning English.

    Science.gov (United States)

    Sabti, Ahmed Abdulateef; Chaichan, Rasha Sami

    2014-01-01

    This study examines the attitudes of Saudi Arabian high school students toward the use of computer technologies in learning English. The study also discusses the possible barriers that affect and limit the actual usage of computers. Quantitative approach is applied in this research, which involved 30 Saudi Arabia students of a high school in Kuala Lumpur, Malaysia. The respondents comprised 15 males and 15 females with ages between 16 years and 18 years. Two instruments, namely, Scale of Attitude toward Computer Technologies (SACT) and Barriers affecting Students' Attitudes and Use (BSAU) were used to collect data. The Technology Acceptance Model (TAM) of Davis (1989) was utilized. The analysis of the study revealed gender differences in attitudes toward the use of computer technologies in learning English. Female students showed high and positive attitudes towards the use of computer technologies in learning English than males. Both male and female participants demonstrated high and positive perception of Usefulness and perceived Ease of Use of computer technologies in learning English. Three barriers that affected and limited the use of computer technologies in learning English were identified by the participants. These barriers are skill, equipment, and motivation. Among these barriers, skill had the highest effect, whereas motivation showed the least effect.

  2. Research initiatives for plug-and-play scientific computing

    International Nuclear Information System (INIS)

    McInnes, Lois Curfman; Dahlgren, Tamara; Nieplocha, Jarek; Bernholdt, David; Allan, Ben; Armstrong, Rob; Chavarria, Daniel; Elwasif, Wael; Gorton, Ian; Kenny, Joe; Krishan, Manoj; Malony, Allen; Norris, Boyana; Ray, Jaideep; Shende, Sameer

    2007-01-01

    This paper introduces three component technology initiatives within the SciDAC Center for Technology for Advanced Scientific Component Software (TASCS) that address ever-increasing productivity challenges in creating, managing, and applying simulation software to scientific discovery. By leveraging the Common Component Architecture (CCA), a new component standard for high-performance scientific computing, these initiatives tackle difficulties at different but related levels in the development of component-based scientific software: (1) deploying applications on massively parallel and heterogeneous architectures, (2) investigating new approaches to the runtime enforcement of behavioral semantics, and (3) developing tools to facilitate dynamic composition, substitution, and reconfiguration of component implementations and parameters, so that application scientists can explore tradeoffs among factors such as accuracy, reliability, and performance

  3. Computer-Mediated Communication as an Autonomy-Enhancement Tool for Advanced Learners of English

    Science.gov (United States)

    Wach, Aleksandra

    2012-01-01

    This article examines the relevance of modern technology for the development of learner autonomy in the process of learning English as a foreign language. Computer-assisted language learning and computer-mediated communication (CMC) appear to be particularly conducive to fostering autonomous learning, as they naturally incorporate many elements of…

  4. English Language Learners' Strategies for Reading Computer-Based Texts at Home and in School

    Science.gov (United States)

    Park, Ho-Ryong; Kim, Deoksoon

    2016-01-01

    This study investigated four elementary-level English language learners' (ELLs') use of strategies for reading computer-based texts at home and in school. The ELLs in this study were in the fourth and fifth grades in a public elementary school. We identify the ELLs' strategies for reading computer-based texts in home and school environments. We…

  5. Computer assisted analysis of research-based teaching method in English newspaper reading teaching

    Science.gov (United States)

    Jie, Zheng

    2017-06-01

    In recent years, the teaching of English newspaper reading has been developing rapidly. However, the teaching effect of the existing course is not ideal. The paper tries to apply the research-based teaching model to English newspaper reading teaching, investigates the current situation in higher vocational colleges, and analyzes the problems. It designs a teaching model of English newspaper reading and carries out the empirical research conducted by computers. The results show that the teaching mode can use knowledge and ability to stimulate learners interest and comprehensively improve their ability to read newspapers.

  6. Use of Computer-Based Learning Multimedia at English Departement of Universitas Sembilanbelas November Kolaka

    Directory of Open Access Journals (Sweden)

    Kadaruddin Kadaruddin

    2017-10-01

    Full Text Available In an attempt to help the students of the English Study Program in Universitas Sembilanbelas November improve their English proficiency, the researcher used computer-based learning multimedia. The objective of the treatment was to overcome the students’ low performance in English by creating an enjoyable atmosphere. To investigate how computer-based learning multimedia improve the students’ English students’performance at the English Study Program of Universitas Sembilanbelas November, the researcher adopted Plomp’s (1997 development method which consists of five steps; namely, preliminary investigation; planning; realization/construction; test, evaluation, and revision; and implementation. Based on the results of this research, it can be concluded that in order to improve the English ability of students, it will need to be presented in the form of activities that are more creative and innovative. One is through the use of computer-based learning multimedia. This has been done in order to provide a more attractive presentation of the material and relevant to the conditions and characteristics of the students.

  7. Computer Assisted Testing of Spoken English: A Study of the SFLEP College English Oral Test System in China

    Directory of Open Access Journals (Sweden)

    John Lowe

    2009-06-01

    Full Text Available This paper reports on the on-going evaluation of a computer-assisted system (CEOTS for the assessing of spoken English skills among Chinese university students. This system is being developed to deal with the negative backwash effects of the present system of assessment of speaking skills which is only available to a tiny minority. We present data from a survey of students at the developing institution (USTC, with follow-up interviews and further interviews with English language teachers, to gauge the reactions to the test and its impact on language learning. We identify the key issue as being one of validity, with a tension existing between construct and consequential validities of the existing system and of CEOTS. We argue that a computer-based system seems to offer the only solution to the negative backwash problem but the development of the technology required to meet current construct validity demands makes this a very long term prospect. We suggest that a compromise between the competing forms of validity must therefore be accepted, probably well before a computer-based system can deliver the level of interaction with the examinees that would emulate the present face-to-face mode.

  8. Using Primary Language Support via Computer to Improve Reading Comprehension Skills of First-Grade English Language Learners

    Science.gov (United States)

    Rodriguez, Cathi Draper; Filler, John; Higgins, Kyle

    2012-01-01

    Through this exploratory study the authors investigated the effects of primary language support delivered via computer on the English reading comprehension skills of English language learners. Participants were 28 First-grade students identified as Limited English Proficient. The primary language of all participants was Spanish. Students were…

  9. How people learn while playing serious games: A computational modelling approach

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

    This paper proposes a computational modelling approach for investigating the interplay of learning and playing in serious games. A formal model is introduced that allows for studying the details of playing a serious game under diverse conditions. The dynamics of player action and motivation is based

  10. The Play Theory and Computer Games Using in Early Childhood Education

    Science.gov (United States)

    Gerkushenko, Svetlana; Gerkushenko, Georgy

    2014-01-01

    The article describes the role of play in child's development and identifies the characteristics of mature play in preschool age. The paper gives an overview of the computer games for preschool children used in Russian kindergartens. The research conducted with 50 Russian kindergarten teachers provides the analysis of the most important factors of…

  11. The Unified English Braille Code: Examination by Science, Mathematics, and Computer Science Technical Expert Braille Readers

    Science.gov (United States)

    Holbrook, M. Cay; MacCuspie, P. Ann

    2010-01-01

    Braille-reading mathematicians, scientists, and computer scientists were asked to examine the usability of the Unified English Braille Code (UEB) for technical materials. They had little knowledge of the code prior to the study. The research included two reading tasks, a short tutorial about UEB, and a focus group. The results indicated that the…

  12. Computer Literacy in Learning Academic English: Iranian EAP Students' and Instructors' Attitudes and Perspectives

    Science.gov (United States)

    Alavi, Seyed Mohammad; Borzabadi, Davood; Dashtestani, Reza

    2016-01-01

    This study aimed to analyze perceptions of Iranian English for Academic Purposes (EAP) students on their computer literacy levels. A total of 641 undergraduate students of civil engineering and 34 EAP instructors participated in the study. Data collection instruments included questionnaires and semi-structured interviews. Findings confirmed that…

  13. Computer-Assisted English Learning System Based on Free Conversation by Topic

    Science.gov (United States)

    Choi, Sung-Kwon; Kwon, Oh-Woog; Kim, Young-Kil

    2017-01-01

    This paper aims to describe a computer-assisted English learning system using chatbots and dialogue systems, which allow free conversation outside the topic without limiting the learner's flow of conversation. The evaluation was conducted by 20 experimenters. The performance of the system based on a free conversation by topic was measured by the…

  14. Effects of a Computer-Assisted Concept Mapping Learning Strategy on EFL College Students' English Reading Comprehension

    Science.gov (United States)

    Liu, Pei-Lin; Chen, Chiu-Jung; Chang, Yu-Ju

    2010-01-01

    The purpose of this research was to investigate the effects of a computer-assisted concept mapping learning strategy on EFL college learners' English reading comprehension. The research questions were: (1) what was the influence of the computer-assisted concept mapping learning strategy on different learners' English reading comprehension? (2) did…

  15. The research of computer multimedia assistant in college English listening

    Science.gov (United States)

    Zhang, Qian

    2012-04-01

    With the technology development of network information, there exists more and more seriously questions to our education. Computer multimedia application breaks the traditional foreign language teaching and brings new challenges and opportunities for the education. Through the multiple media application, the teaching process is full of animation, image, voice, and characters. This can improve the learning initiative and objective with great development of learning efficiency. During the traditional foreign language teaching, people use characters learning. However, through this method, the theory performance is good but the practical application is low. During the long time computer multimedia application in the foreign language teaching, many teachers still have prejudice. Therefore, the method is not obtaining the effect. After all the above, the research has significant meaning for improving the teaching quality of foreign language.

  16. English Writing Teaching Model Dependent on Computer Network Corpus Drive Model

    Directory of Open Access Journals (Sweden)

    Shi Lei

    2018-03-01

    Full Text Available At present, the mainstream lexicalized English writing methods take only the corpus dependence between words into consideration, without introducing the corpus collocation and other issues. “Drive” is a relatively essential feature of words. And once the drive structure of a word is determined, it will be relatively clear what kinds of words to collocate with, hence the structure of the sentence can be derived relatively directly. In this paper, the English writing model that relies on the computer network corpus drive model is put forward. In this model, rich English corpus is introduced in the decomposition of the rules and the calculation of the probability, which includes not only the corpus dependence information, but also the drive structure and other corpus collocation information. Improved computer network corpus drive model is used to carry out the English writing teaching experiment. The experimental results show that the precision and the recall rate are 88.76% and 87.43%, respectively. The F value of the comprehensive index is improved by 6.65% compared with the Collins headword driven English modes of writing.

  17. Sketch for a model of four epistemological positions toward computer game play

    DEFF Research Database (Denmark)

    Leino, Olli

    2008-01-01

    The paper attempts to sketch out four distinct epistemological positions toward the player, who is understood as derived from play and game. To map out the problem field, two equally challenged positions toward computer game play are observed, emerging from inadequate treatment of the differences...... of playing a game is seen as independent of what goes on in the player’s mind (actually, the player might not even be the true subject of the game). Similar polarities are postulated regarding a game; from an exclusive viewpoint .game. is a signifying shorthand for objects, which, when observed from...

  18. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    Science.gov (United States)

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.

  19. Bridges to Swaziland: Using Task-Based Learning and Computer-Mediated Instruction to Improve English Language Teaching and Learning

    Science.gov (United States)

    Pierson, Susan Jacques

    2015-01-01

    One way to provide high quality instruction for underserved English Language Learners around the world is to combine Task-Based English Language Learning with Computer- Assisted Instruction. As part of an ongoing project, "Bridges to Swaziland," these approaches have been implemented in a determined effort to improve the ESL program for…

  20. Towards playful learning and computational thinking — Developing the educational robot BRICKO

    DEFF Research Database (Denmark)

    Pedersen, B. K. M. K.; Andersen, K. E.; J⊘rgensen, A.

    2018-01-01

    Educational Robotics has proven a feasible way of supporting and exemplifying Computational Thinking. With this paper, we describe the user-centered iterative and incremental development of a new educational robotic system, BRICKO, to support tangible, social and playful interaction while educating...... children in 1st–3rd grade in Computational Thinking. We develop the system through seven main iterations including a total of 108 participant pupils and their teachers. The methodology is a mixture of observation and interviews using Wizard of OZ testing with the early pilot prototypes as well as usability...... categories of command-bricks. We discuss the methodologies used for assuring a playful and social educational robotic system and conclude that we achieved a useful prototype for supporting education in Computational Thinking....

  1. On Spoken English Phoneme Evaluation Method Based on Sphinx-4 Computer System

    Directory of Open Access Journals (Sweden)

    Li Qin

    2017-12-01

    Full Text Available In oral English learning, HDPs (phonemes that are hard to be distinguished are areas where Chinese students frequently make mistakes in pronunciation. This paper studies a speech phoneme evaluation method for HDPs, hoping to improve the ability of individualized evaluation on HDPs and help provide a personalized learning platform for English learners. First of all, this paper briefly introduces relevant phonetic recognition technologies and pronunciation evaluation algorithms and also describes the phonetic retrieving, phonetic decoding and phonetic knowledge base in the Sphinx-4 computer system, which constitute the technological foundation for phoneme evaluation. Then it proposes an HDP evaluation model, which integrates the reliability of the speech processing system and the individualization of spoken English learners into the evaluation system. After collecting HDPs of spoken English learners and sorting them into different sets, it uses the evaluation system to recognize these HDP sets and at last analyzes the experimental results of HDP evaluation, which proves the effectiveness of the HDP evaluation model.

  2. Lessons Learned in Designing and Implementing a Computer-Adaptive Test for English

    Directory of Open Access Journals (Sweden)

    Jack Burston

    2014-09-01

    Full Text Available This paper describes the lessons learned in designing and implementing a computer-adaptive test (CAT for English. The early identification of students with weak L2 English proficiency is of critical importance in university settings that have compulsory English language course graduation requirements. The most efficient means of diagnosing the L2 English ability of incoming students is by means of a computer-based test since such evaluation can be administered quickly, automatically corrected, and the outcome known as soon as the test is completed. While the option of using a commercial CAT is available to institutions with the ability to pay substantial annual fees, or the means of passing these expenses on to their students, language instructors without these resources can only avail themselves of the advantages of CAT evaluation by creating their own tests.  As is demonstrated by the E-CAT project described in this paper, this is a viable alternative even for those lacking any computer programing expertise.  However, language teaching experience and testing expertise are critical to such an undertaking, which requires considerable effort and, above all, collaborative teamwork to succeed. A number of practical skills are also required. Firstly, the operation of a CAT authoring programme must be learned. Once this is done, test makers must master the art of creating a question database and assigning difficulty levels to test items. Lastly, if multimedia resources are to be exploited in a CAT, test creators need to be able to locate suitable copyright-free resources and re-edit them as needed.

  3. IMPROVING THE STUDENTS’ABILITY IN SPEAKING BY USING ROLE PLAYING METHOD IN THE DRAMA LESSON OF ENGLISH DEPARTMENT AT 2015/2016 ACADEMIC YEARS

    Directory of Open Access Journals (Sweden)

    Diani Syahputri

    2017-11-01

    Full Text Available This study aimed to describe the improvement of the students’ achievement in speaking by Role Playing at Drama lesson at English department at Faculty of Teacher Training and Education University of Muhammadiyah Sumatera Utara. The specific aim was how using to apply role play in studying drama and how the role play method can improve the students’ achievement in speaking. This research was used an action research that used two cycles. The subject of the study was 42 students at Academic 2015 – 2016 from English Department. The instrument of research was speaking test, questioners and observation to collect the data. Technique for collecting data was descriptive qualitative and quantitative. Technique for analyzing data was used descriptive which describe the finding of research which used some tables, frequency which was benefit to describe the achievements of the students in speaking from pre-test, and cycle 1 up to cycle 2. The finding of research was the students’ achievement in speaking were good by using Role playing which conducted one semester. Based on the data, the students’ achievements got improvement in every cycle. The students got A was 23.8 %, B/A and B 76, 1 % and there were not students got C/B and D and E. It meant the indicators of this research could achieve by using Role playing at drama lesson when we compared with conventional method. The study by using role playing is more interested than conventional method.

  4. Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women.

    Science.gov (United States)

    Shiyko, Mariya; Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen

    2016-06-02

    Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week

  5. Using non-scripted role-play to teach speaking skills: A study of English conversation of Thai college students at Yala Rajbhat University

    Directory of Open Access Journals (Sweden)

    Nuchanan Naksevee

    2015-01-01

    Full Text Available This study investigated the use of the non-scripted role-play activities to improve the oral performance of Thai college students with high and low English proficiency. It attempted to address the following questions: a Do high and low proficiency students perform differently in non-scripted role-play based on scores obtained from pre- and post-tests? If so, how? ; and b Can non-scripted role-play enhance the students’ speaking skills? Which group of students performs better in the non-scripted role-play? The data examined were obtained from tape recorded role-play of 16 non-English-major students (8 each proficiency level during their pre- and post-tests at Yala Rajabhat University in Southern Thailand. The role- play conversations were transcribed and analyzed following the Conversation Analysis (CA framework. The study found that the post test scores of both groups were significantly higher than their pre-test scores at the level of 0.00. The t-test result also revealed that the low proficiency students showed a significant degree of speaking improvement in terms of manner of expression and ability to interact at the level of 0.04 and 0.02 respectively. On the other hand, while improving on the same aspects, the high proficiency students also showed significant improvement in terms of fluency (sig = 0.02. The findings indicated that non- scripted role-play activities helped improve the students’ speaking skills and develop their ability to use the language naturally. Close single-case analyses additionally revealed that despite being traditionally taught conversation lessons with more focus on form and meaning, the participants trained with role-play noticeably improved on the language functions of genuine conversation. It was recommended that role-play activities be used in company with function-focused conversation lessons for the learners’ greater benefits.

  6. Exceeding Boundaries: Chinese Children's Playful Use of Languages in Their Literacy Practices in a Mandarin-English Bilingual Program

    Science.gov (United States)

    Zhang, Yan; Guo, Yan

    2017-01-01

    Chinese children of immigrant families are often perceived as good at memorization and rote learning or as polite, obedient, and passive students lacking creativity and criticality. Guided by Multiple Literacies Theory and translanguaging, this study explores how Chinese children in a Mandarin-English bilingual program skillfully navigate…

  7. Faithful Imitator, Legitimate Speaker, Playful Creator and Dialogical Communicator: Shift in English Learners' Identity Prototypes

    Science.gov (United States)

    Gao, Yihong

    2014-01-01

    This paper attempts to conceptualize identity prototypes regarding model L2 learners/users of English over the past 50 years, as embedded in research discourses. For a long time, the ideal learner was a "faithful imitator" whose L2 use and cultural conduct were strictly modeled on the native speaker (NS). With postcolonial changes around…

  8. An investigation of using the computer for reading and writing in the English classroom in secondary schools in the UK

    Directory of Open Access Journals (Sweden)

    Bin Zou

    2006-10-01

    Full Text Available This paper presents an investigation of using the computer in English teaching at the secondary school in the UK, particularly in respect of reading and writing skills. Many studies suggest that the computer brings significant possibilities for promoting the teaching of reading and writing in the English classroom. The computer can enhance the development of reading and writing. This study adopted interviews as research technique and some student teachers in a university and some English teachers in a secondary school in the UK involved this investigation. The findings of this study show that the computer can enhance students’ reading and writing. However, teachers have to learn how to control the process of teaching of reading and writing with the use of the computer.

  9. Computer-supported games and role plays in teaching water management

    Directory of Open Access Journals (Sweden)

    A. Y. Hoekstra

    2012-08-01

    Full Text Available There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.

  10. Computer-supported games and role plays in teaching water management

    Science.gov (United States)

    Hoekstra, A. Y.

    2012-08-01

    There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.

  11. The use of first language scaffolding to teach English as a foreign language to pre-school children during dramatic play in West Sumatera, Indonesia

    Directory of Open Access Journals (Sweden)

    Mulia Dewi

    2015-01-01

    Full Text Available The Indonesian community generally perceives that English language teaching should require phonology, vocabulary, grammar, discourse, and pragmatics. As a result, this often demands that pre-school teachers use English all the time. Code switching between English, Indonesian, and Minang – the local language of the region – is perceived negatively, and teachers are often criticized for using a multilingual approach that is “part snake and part eel” [sakarek ula sakarek baluik]. This refers to a negative perception of mixing languages in educational settings. In fact, code switching between Minang (first language, Indonesian (second language, and English (foreign language is the norm of language use in this part of Indonesia. However, in this community, there is a lack of respect for pre-school teachers' professionalism as well as scepticism towards the effectiveness of a multilingual teaching approach, which is used widely at the pre-school level. Vygotsky [14], the Russian psychologist, presents a different perspective on this phenomenon, noting that children learn languages by playing. Their first language can be the main tool to help them understand new words and utterances in context. By using code switching, teachers help pre-school children to link their prior knowledge and experience to the new forms of expression that enable them to derive the meaning of new words from the social context of language use. For this reason, scaffolding techniques should be used by pre-school teachers, particularly in ways which support children's cognitive development in constructing new meanings based on their first language experience. This paper, based on a research study-in-progress at Deakin University, Melbourne, Australia, explores patterns of interaction between pre-school teachers and their students as teachers scaffold the development of EFL through dramatic play in West Sumatera, Indonesia. This interaction is systemic in nature and

  12. Events of potential learning: how preschoolers produce curriculum at the computer during free play periods

    Directory of Open Access Journals (Sweden)

    Mats Bevemyr

    2016-11-01

    Full Text Available The Swedish preschool curriculum emphasizes children’s learning through play. This means that children’s learning in everyday practice is accomplished through a complex mixture of teacher-led activities and activities the children themselves initiate. When learning is viewed as situated and constituted through social interaction (Lave & Wenger, 1991, almost all social events have learning potential. Consequently, from an educational and a curriculum point of view it is important to raise the question of how children’s learning can be made visible, and determine what kind of learning children’s own initiated (play activities imply. The focus of the paper is on children’s (aged 3-5 years “communities of practice” at the computer during “free play” period in two various Swedish preschools settings. Events of peer interaction are analyzed in detail to illustrate what kind of learning activities are going on at the computer, and to discuss these events of potential learning in relation to the curriculum goals and the educational practice. From a curriculum point of view, the analyses show that the children’s activities at the computer involve a variety of events that might provides for learning that can be viewed as goal-oriented. From the children’s point of view, the project of socialization seems to be the most prominent goal. A crucial point for educational success, however, is to understand not only what the object of learning is, rather what motivates children’s play apprenticeship in their own “communities of practice”.

  13. 〈Articles〉Using LEGO® Serious Play® to Foster Communication in Intercultural English Problem-Solving Discussions

    OpenAIRE

    Dunn, Robert; Adamson, Calum; Thorpe, Todd

    2017-01-01

    [Abstract]Many people have fond memories of playing with LEGO® in their youth. Increasingly recognised as offering significant educational advantages to young children that go far beyond enjoyable play-time, LEGO® has been claimed to boost fine motor skill development (Haga, 2008); to teach three-dimensional thinking (Welch, 1998); to foster planning, problem solving, and organizational abilities (Shakir, 2006); to improve creativity; and to teach systematization through the following of inst...

  14. Reassessing the English Course Offered to Computer Engineering Students at the National School of Applied Sciences of Al-Hoceima in Morocco: An Action Research Project

    Science.gov (United States)

    Dahbi, M.

    2015-01-01

    In computer engineering education, specific English language practices are needed to enable computer engineering students to succeed in professional settings. This study was conducted for two purposes. First, it aimed at investigating to what extent the English courses offered to computer engineering students at the National School of Applied…

  15. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study

    Science.gov (United States)

    2007-01-01

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Design Cross sectional comparison of four computer games. Setting Research laboratories. Participants Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games. Conclusions Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children. PMID:18156227

  16. Solving Coupled Gross--Pitaevskii Equations on a Cluster of PlayStation 3 Computers

    Science.gov (United States)

    Edwards, Mark; Heward, Jeffrey; Clark, C. W.

    2009-05-01

    At Georgia Southern University we have constructed an 8+1--node cluster of Sony PlayStation 3 (PS3) computers with the intention of using this computing resource to solve problems related to the behavior of ultra--cold atoms in general with a particular emphasis on studying bose--bose and bose--fermi mixtures confined in optical lattices. As a first project that uses this computing resource, we have implemented a parallel solver of the coupled time--dependent, one--dimensional Gross--Pitaevskii (TDGP) equations. These equations govern the behavior of dual-- species bosonic mixtures. We chose the split--operator/FFT to solve the coupled 1D TDGP equations. The fast Fourier transform component of this solver can be readily parallelized on the PS3 cpu known as the Cell Broadband Engine (CellBE). Each CellBE chip contains a single 64--bit PowerPC Processor Element known as the PPE and eight ``Synergistic Processor Element'' identified as the SPE's. We report on this algorithm and compare its performance to a non--parallel solver as applied to modeling evaporative cooling in dual--species bosonic mixtures.

  17. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2007-12-22

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Research laboratories. Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  18. Assessing the effects of manual dexterity and playing computer games on catheter-wire manipulation for inexperienced operators.

    Science.gov (United States)

    Alsafi, Z; Hameed, Y; Amin, P; Shamsad, S; Raja, U; Alsafi, A; Hamady, M S

    2017-09-01

    To investigate the effect of playing computer games and manual dexterity on catheter-wire manipulation in a mechanical aortic model. Medical student volunteers filled in a preprocedure questionnaire assessing their exposure to computer games. Their manual dexterity was measured using a smartphone game. They were then shown a video clip demonstrating renal artery cannulation and were asked to reproduce this. All attempts were timed. Two-tailed Student's t-test was used to compare continuous data, while Fisher's exact test was used for categorical data. Fifty students aged 18-22 years took part in the study. Forty-six completed the task at an average of 168 seconds (range 103-301 seconds). There was no significant difference in the dexterity score or time to cannulate the renal artery between male and female students. Students who played computer games for >10 hours per week had better dexterity scores than those who did not play computer games: 9.1 versus 10.2 seconds (p=0.0237). Four of 19 students who did not play computer games failed to complete the task, while all of those who played computer games regularly completed the task (p=0.0168). Playing computer games is associated with better manual dexterity and ability to complete a basic interventional radiology task for novices. Copyright © 2017 The Royal College of Radiologists. Published by Elsevier Ltd. All rights reserved.

  19. Neural and cortisol responses during play with human and computer partners in children with autism

    Science.gov (United States)

    Edmiston, Elliot Kale; Merkle, Kristen

    2015-01-01

    Children with autism spectrum disorder (ASD) exhibit impairment in reciprocal social interactions, including play, which can manifest as failure to show social preference or discrimination between social and nonsocial stimuli. To explore mechanisms underlying these deficits, we collected salivary cortisol from 42 children 8–12 years with ASD or typical development during a playground interaction with a confederate child. Participants underwent functional MRI during a prisoner’s dilemma game requiring cooperation or defection with a human (confederate) or computer partner. Search region of interest analyses were based on previous research (e.g. insula, amygdala, temporal parietal junction—TPJ). There were significant group differences in neural activation based on partner and response pattern. When playing with a human partner, children with ASD showed limited engagement of a social salience brain circuit during defection. Reduced insula activation during defection in the ASD children relative to TD children, regardless of partner type, was also a prominent finding. Insula and TPJ BOLD during defection was also associated with stress responsivity and behavior in the ASD group under playground conditions. Children with ASD engage social salience networks less than TD children during conditions of social salience, supporting a fundamental disturbance of social engagement. PMID:25552572

  20. Computer Game Play Reduces Intrusive Memories of Experimental Trauma via Reconsolidation-Update Mechanisms.

    Science.gov (United States)

    James, Ella L; Bonsall, Michael B; Hoppitt, Laura; Tunbridge, Elizabeth M; Geddes, John R; Milton, Amy L; Holmes, Emily A

    2015-08-01

    Memory of a traumatic event becomes consolidated within hours. Intrusive memories can then flash back repeatedly into the mind's eye and cause distress. We investigated whether reconsolidation-the process during which memories become malleable when recalled-can be blocked using a cognitive task and whether such an approach can reduce these unbidden intrusions. We predicted that reconsolidation of a reactivated visual memory of experimental trauma could be disrupted by engaging in a visuospatial task that would compete for visual working memory resources. We showed that intrusive memories were virtually abolished by playing the computer game Tetris following a memory-reactivation task 24 hr after initial exposure to experimental trauma. Furthermore, both memory reactivation and playing Tetris were required to reduce subsequent intrusions (Experiment 2), consistent with reconsolidation-update mechanisms. A simple, noninvasive cognitive-task procedure administered after emotional memory has already consolidated (i.e., > 24 hours after exposure to experimental trauma) may prevent the recurrence of intrusive memories of those emotional events. © The Author(s) 2015.

  1. Movement-to-music computer technology: a developmental play experience for children with severe physical disabilities.

    Science.gov (United States)

    Tam, Cynthia; Schwellnus, Heidi; Eaton, Ceilidh; Hamdani, Yani; Lamont, Andrea; Chau, Tom

    2007-01-01

    Children with severe physical disabilities often lack the physical skills to explore their environment independently, and to play with toys or musical instruments. The movement-to-music (MTM) system is an affordable computer system that allows children with limited movements to play and create music. The present study explored parents' experiences of using the MTM system with their children. A qualitative methodology employing in-depth interview techniques was used with six mothers and their children. The themes extracted from the data were organized under two main concepts of the International Classification of Functioning, Disability, and Health (ICF) (WHO, 2001) framework. The results showed that the MTM expanded horizons for the child along the ICF health dimensions and the MTM had a positive impact on ICF environmental determinants of health. The small sample size should be noted as a limitation of this study. Further research should be carried out with a larger sample of children with restricted mobility to obtain a better understanding of the impact of MTM technology on children's psychosocial development.

  2. A Computer Text Analysis of Four Cohesion Devices in English Discourse by Native and Nonnative Writers.

    Science.gov (United States)

    Reid, Joy

    1992-01-01

    In a contrastive rhetoric study of nonnative English speakers, 768 essays written in English by native speakers of Arabic, Chinese, Spanish, and English were examined using the Writer's Workbench program to determine whether distinctive, quantifiable differences in the use of 4 cohesion devices existed among the 4 language backgrounds. (Author/LB)

  3. Association between playing computer games and mental and social health among male adolescents in Iran in 2014

    OpenAIRE

    Mehrnoosh Mohammadi; Abdollah RezaeiDehaghani; Tayebeh Mehrabi; Ali RezaeiDehaghani

    2016-01-01

    Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez socia...

  4. Effects of Synchronous and Asynchronous Computer-Mediated Communication (CMC) Oral Conversations on English Language Learners' Discourse Functions

    Science.gov (United States)

    AbuSeileek, Ali Farhan; Qatawneh, Khaleel

    2013-01-01

    This study aimed to explore the effects of synchronous and asynchronous computer mediated communication (CMC) oral discussions on question types and strategies used by English as a Foreign Language (EFL) learners. The participants were randomly assigned to two treatment conditions/groups; the first group used synchronous CMC, while the second…

  5. The Effect of Using Computer Games on Lower Basic Stage Students' Achievement in English at Al-SALT Schools

    Science.gov (United States)

    Al-Elaimat, Abeer Rashed

    2013-01-01

    The purpose of this study is to investigate the effect of using computer games on the lower basic stage student's achievement in learning English at Al-SALT Schools. The population of this study consisted of all lower basic stage students in AL-SALT schools during the scholastic year 2011-2012. However, the sample of this study consisted of 88…

  6. Association between playing computer games and mental and social health among male adolescents in Iran in 2014

    Directory of Open Access Journals (Sweden)

    Mehrnoosh Mohammadi

    2016-01-01

    Full Text Available Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA, and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results: Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = −0.15, P = 0.03, the type of games and mental health (r = −0.16, P = 0.01, and the device used in playing games and social health (F = 0.95, P = 0.03. Conclusions: The findings showed that adolescents′ mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.

  7. Association between playing computer games and mental and social health among male adolescents in Iran in 2014.

    Science.gov (United States)

    Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali

    2016-01-01

    As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = -0.15, P = 0.03), the type of games and mental health (r = -0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). The findings showed that adolescents' mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.

  8. Association between playing computer games and mental and social health among male adolescents in Iran in 2014

    Science.gov (United States)

    Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali

    2016-01-01

    Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results: Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = −0.15, P = 0.03), the type of games and mental health (r = −0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). Conclusions: The findings showed that adolescents’ mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games. PMID:27095988

  9. The relationship between playing computer or video games with mental health and social relationships among students in guidance schools, Kermanshah.

    Science.gov (United States)

    Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N

    2014-01-09

    Computer or video games are a popular recreational activity and playing them may constitute a large part of leisure time. This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah, Islamic Republic of Iran, in 2012. Our total sample was 573 students and our tool was the General Health Questionnaire (GHQ-28) and social relationships questionnaires. Survey respondents reported spending an average of 71.07 (SD 72.1) min/day on computer or video games. There was a significant relationship between time spent playing games and general mental health (P computer or video games with social relationships and their subscales, including trans-local relationships (P games (P < 0.02) and its dimensions, except for family relationships.

  10. Physiological Signal Analysis for Evaluating Flow during Playing of Computer Games of Varying Difficulty

    Directory of Open Access Journals (Sweden)

    Yu Tian

    2017-07-01

    Full Text Available Flow is the experience of effortless attention, reduced self-consciousness, and a deep sense of control that typically occurs during the optimal performance of challenging tasks. On the basis of the person–artifact–task model, we selected computer games (tasks with varying levels of difficulty (difficult, medium, and easy and shyness (personality as flow precursors to study the physiological activity of users in a flow state. Cardiac and respiratory activity and mean changes in skin conductance (SC were measured continuously while the participants (n = 40 played the games. Moreover, the associations between self-reported psychological flow and physiological measures were investigated through a series of repeated-measures analyses. The results showed that the flow experience is related to a faster respiratory rate, deeper respiration, moderate heart rate (HR, moderate HR variability, and moderate SC. The main effect of shyness was non-significant, whereas the interaction of shyness and difficulty influenced the flow experience. These findings are discussed in relation to current models of arousal and valence. The results indicate that the flow state is a state of moderate mental effort that arises through the increased parasympathetic modulation of sympathetic activity.

  11. Physiological Signal Analysis for Evaluating Flow during Playing of Computer Games of Varying Difficulty.

    Science.gov (United States)

    Tian, Yu; Bian, Yulong; Han, Piguo; Wang, Peng; Gao, Fengqiang; Chen, Yingmin

    2017-01-01

    Flow is the experience of effortless attention, reduced self-consciousness, and a deep sense of control that typically occurs during the optimal performance of challenging tasks. On the basis of the person-artifact-task model, we selected computer games (tasks) with varying levels of difficulty (difficult, medium, and easy) and shyness (personality) as flow precursors to study the physiological activity of users in a flow state. Cardiac and respiratory activity and mean changes in skin conductance (SC) were measured continuously while the participants ( n = 40) played the games. Moreover, the associations between self-reported psychological flow and physiological measures were investigated through a series of repeated-measures analyses. The results showed that the flow experience is related to a faster respiratory rate, deeper respiration, moderate heart rate (HR), moderate HR variability, and moderate SC. The main effect of shyness was non-significant, whereas the interaction of shyness and difficulty influenced the flow experience. These findings are discussed in relation to current models of arousal and valence. The results indicate that the flow state is a state of moderate mental effort that arises through the increased parasympathetic modulation of sympathetic activity.

  12. Repair work in the context of English language mediated computer interface use: A conversation analytic study

    DEFF Research Database (Denmark)

    Raudaskoski, Pirkko

    1992-01-01

    The main aim in this study is to develop an understanding of how repair work is managed in the intertwining of activities and actions with talk and language. By doing this, the richness of the concept of repair in interactional studies is shown. The core work concentrates on exploring repair work...... the English language as a resource. The computer interface use context was chosen to show how narrowly traditional research has seen repair work.......The main aim in this study is to develop an understanding of how repair work is managed in the intertwining of activities and actions with talk and language. By doing this, the richness of the concept of repair in interactional studies is shown. The core work concentrates on exploring repair work...... in the context of participants solving interactional troubles in their activities. Many types of resources are potentially available in any situation, from the physical features of tools to the cultural context. In this study the interest lies especially in the more complicated artifacts which also offer...

  13. Computer Testing as a Form of Accommodation for English Language Learners

    Science.gov (United States)

    Abedi, Jamal

    2009-01-01

    This study compared performance of both English language learners (ELLs) and non-ELL students in Grades 4 and 8 under accommodated and nonaccommodated testing conditions. The accommodations used in this study included a computerized administration of a math test with a pop-up glossary, a customized English dictionary, extra testing time, and…

  14. Computer Game Play as an Imaginary Stage for Reading: Implicit Spatial Effects of Computer Games Embedded in Hard Copy Books

    Science.gov (United States)

    Smith, Glenn Gordon

    2012-01-01

    This study compared books with embedded computer games (via pentop computers with microdot paper and audio feedback) with regular books with maps, in terms of fifth graders' comprehension and retention of spatial details from stories. One group read a story in hard copy with embedded computer games, the other group read it in regular book format…

  15. "I Like Computers but My Favourite Is Playing outside with My Friends": Young Children's Beliefs about Computers

    Science.gov (United States)

    Hatzigianni, Maria

    2014-01-01

    This exploratory study investigated young children's beliefs and opinions about computers by actively involving children in the research project. Fifty two children, four to six years old, were asked a set of questions about their favourite activities and their opinions on computer use before and after a seven month computer intervention…

  16. “HOW DO YOU FEEL?”: EMOTIONS EXHIBITED WHILE PLAYING COMPUTER GAMES AND THEIR RELATIONSHIP TO GAMING BEHAVIORS

    Directory of Open Access Journals (Sweden)

    Rex P. Bringula

    2015-06-01

    Full Text Available This descriptive study utilized a validated questionnaire to determine the emotions exhibited by computer gamers in cyber cafés. We determined that gamers exhibited both positive and negative emotions while playing games. We observed that gamers were inclined to be more anxious about being defeated in a game as gaming became frequent and length of years spent playing games increased. They also had the tendency to become more stressed when length of years spent playing games increased. On the other hand, other gaming behaviors were not significantly related to other emotions. We concluded that not all emotions exhibited by gamers while playing computer games could be attributed to their gaming behaviors. We recommend that other emotions such as anger, frustration, boredom, amusement, etc. be included in future research.

  17. The Effect of Computer Assisted Language Learning (CALL) on Performance in the Test of English for International Communication (TOEIC) Listening Module

    Science.gov (United States)

    van Han, Nguyen; van Rensburg, Henriette

    2014-01-01

    Many companies and organizations have been using the Test of English for International Communication (TOEIC) for business and commercial communication purpose in Vietnam and around the world. The present study investigated the effect of Computer Assisted Language Learning (CALL) on performance in the Test of English for International Communication…

  18. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    Science.gov (United States)

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  19. Motor Control and Sequencing of Boys with Attention-Deficit/Hyperactivity Disorder (ADHD) During Computer Game Play

    Science.gov (United States)

    Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin

    2004-01-01

    The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…

  20. A Review of Humor for Computer Games: Play, Laugh and More

    Science.gov (United States)

    Dormann, Claire; Biddle, Robert

    2009-01-01

    Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their…

  1. Effects of playing mathematics computer games on primary school students' multiplicative reasoning ability

    NARCIS (Netherlands)

    Bakker, Marjoke; Van den Heuvel-Panhuizen, M.; Robitzsch, Alexander

    2015-01-01

    This study used a large-scale cluster randomized longitudinal experiment (N=719; 35schools) to investigate the effects of online mathematics mini-games on primary school students' multiplicative reasoning ability. The experiment included four conditions: playing at school, integrated in a lesson

  2. Play it again with feeling: computer feedback in musical communication of emotions.

    Science.gov (United States)

    Juslin, Patrik N; Karlsson, Jessika; Lindström, Erik; Friberg, Anders; Schoonderwaldt, Erwin

    2006-06-01

    Communication of emotions is of crucial importance in music performance. Yet research has suggested that this skill is neglected in music education. This article presents and evaluates a computer program that automatically analyzes music performances and provides feedback to musicians in order to enhance their communication of emotions. Thirty-six semi-professional jazz /rock guitar players were randomly assigned to one of 3 conditions: (1) feedback from the computer program, (2) feedback from music teachers, and (3) repetition without feedback. Performance measures revealed the greatest improvement in communication accuracy for the computer program, but usability measures indicated that certain aspects of the program could be improved. Implications for music education are discussed.

  3. The Use of Computer Technology in Designing Appropriate Test Accommodations for English Language Learners

    Science.gov (United States)

    Abedi, Jamal

    2014-01-01

    Among the several forms of accommodations used in the assessment of English language learners (ELLs), language-based accommodations are the most effective in making assessments linguistically accessible to these students. However, there are significant challenges associated with the implementation of many of these accommodations. This article…

  4. Computing the English Middle Ages: A Sociotechnical Study of Medievalists' Engagement with Digital Humanities

    Science.gov (United States)

    Simpson, Grant Leyton

    2017-01-01

    With few exceptions, digital humanities projects and objects have been described rather than studied. This dissertation attempts to advance that discourse by empirically studying, from a sociotechnical point of view, DH projects and the products they produce, specifically those within the realm of Old and Middle English language and literature.…

  5. Using a Computer Program To Enhance an English Course in the Novel.

    Science.gov (United States)

    Field, David

    An English course at DePauw University (Indiana) on the history of the novel was greatly enhanced by the addition of technology. The course looks at novels as portraits of a very flexible human nature in the context of a culture that has steadily changed, moving from a feudal system of static social structure, an economy based on barter, fixed and…

  6. Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

    Directory of Open Access Journals (Sweden)

    A. M. Connor

    2015-10-01

    Full Text Available This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.

  7. Development of a Computer-Based Visualised Quantitative Learning System for Playing Violin Vibrato

    Science.gov (United States)

    Ho, Tracy Kwei-Liang; Lin, Huann-shyang; Chen, Ching-Kong; Tsai, Jih-Long

    2015-01-01

    Traditional methods of teaching music are largely subjective, with the lack of objectivity being particularly challenging for violin students learning vibrato because of the existence of conflicting theories. By using a computer-based analysis method, this study found that maintaining temporal coincidence between the intensity peak and the target…

  8. Press Play for Learning: A Framework to Guide Serious Computer Game Use in the Classroom

    Science.gov (United States)

    Southgate, Erica; Budd, Janene; Smith, Shamus

    2017-01-01

    Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…

  9. Play for Performance: Using Computer Games to Improve Motivation and Test-Taking Performance

    Science.gov (United States)

    Dennis, Alan R.; Bhagwatwar, Akshay; Minas, Randall K.

    2013-01-01

    The importance of testing, especially certification and high-stakes testing, has increased substantially over the past decade. Building on the "serious gaming" literature and the psychology "priming" literature, we developed a computer game designed to improve test-taking performance using psychological priming. The game primed…

  10. Animal-Computer Interaction: Animal-Centred, Participatory, and Playful Design

    NARCIS (Netherlands)

    Pons, Patricia; Hirskyj-Douglas, Ilyena; Nijholt, Antinus; Cheok, Adrian D.; Spink, Andrew; Riedel, Gernot; Zhou, Liting; Teekens, Lisanne; Albatal, Rami; Gurrin, Cathal

    In recent years there has been growing interest in developing technology to improve animal's wellbeing and to support the interaction of animals within the digital world. The field of Animal-Computer Interaction (ACI) considers animals as the end-users of the technology being developed, orienting

  11. Computers in the Teaching of English as a Foreign Language: Access to the Diversity of Textual Genres and Language Skills

    Science.gov (United States)

    Dos Santos, Roberto-Márcio; Sobrinho, Jerônimo Coura

    In the area of language teaching both language skills and textual genres can be worked with simultaneously (thus responding to the Brazilian Curricular Parameters and to the trends in contemporary education, which emphasize contextualized teaching) by means of computers. Computers can make the teaching process dynamic and rich, since they enable the access to the foreign language through virtual environments, which creates a larger number of learning contexts, with all their specific vocabulary and linguistic features in real communication. This study focuses on possible applications of this kind of approach. The computer online is a resource of diverse textual genres and can be an important tool in the language classroom as well as an access to authentic material produced in contextualized practice close to real-life communication. On the other hand, all these materials must be appropriately used without ever worshipping the technology as if it were a miraculous solution. After all, the professional pedagogic skills of the teacher should never be forgotten or taken for granted. In this study, a series of interviews with teachers was carried out - both with Brazilian teachers of the public sector (basic education) and language institutes (private English courses) as well as teacher trainers (university professors), in order to verify if the teachers were prepared to work with informatics in teaching practices, and check the professionals’ views on the subject. The ideas of Maingueneau and Marcuschi about textual genres are a theoretical base in this work, besides the concept of cognitive economy. The text and its typology are focused here as the basic material for teaching English, through digital technologies and hypermedia. The study is also based on Sharma and Barrett’s notion of blended learning as a balanced combination of technological resources and traditional practices in the classroom. Thus, this is an attempt to investigate the relevance of

  12. DESIGNING AND BUILDING EXERCISE MODEL OF TECHNICAL ENGLISH VOCABULARIES USING CALL (COMPUTER ASSISTED LANGUAGE LEARNING

    Directory of Open Access Journals (Sweden)

    Yogi Widiawati

    2017-11-01

    Full Text Available The research is aimed to assist and facilitate the students of Electrical and Electronics Department of Politeknik Negeri Jakarta (State Polytechnics of Jakarta, Indonesia, in learning technical English vocabulary. As technical students, they study ESP (English for Specific Purposes and they find some obstacles in memorizing technical vocabularies which are very important in order to read and understand manual books for laboratory and workshop. Some English technical vocabularies among others are “generate”, “pile”, “bench”, et cetera. The research outcome is software which will be beneficial for technical students, especially electrical and electronics students. This software can be used to practice their vocabulary skills, so they will be more skillful and knowledgeable. This software is designed by using the program of Rapid E-Learning Suite Version 5.2 and Flash CS3. The software practice contains some exercises on reading text and reading comprehension questions and presented with the multiple answers. This software is handy and flexible because students can bring it anywhere and be studied anytime. It is handy because this software is put and saved in CD (compact disc, so the students can take it with them anywhere and anytime they want to learn. In other words, they have flexibility to learn and practice English Technical Vocabularies. As a result, the students are found one of the ways to overcome their problems of memorizing vocabularies. The product is a kind of software which is easily used and portable so that the students can use the software anywhere and anytime. It consists of 3 (three sections of exercises. At the end of each exercise, the students are evaluated automatically by looking at the scoring system. These will encourage them to get good score by repeating it again and again. So the technical words are not problem for them. Furthermore, the students can practice technical English vocabulary both at home and

  13. Development and initial validation of a computer-administered health literacy assessment in Spanish and English: FLIGHT/VIDAS.

    Science.gov (United States)

    Ownby, Raymond L; Acevedo, Amarilis; Waldrop-Valverde, Drenna; Jacobs, Robin J; Caballero, Joshua; Davenport, Rosemary; Homs, Ana-Maria; Czaja, Sara J; Loewenstein, David

    2013-01-01

    Current measures of health literacy have been criticized on a number of grounds, including use of a limited range of content, development on small and atypical patient groups, and poor psychometric characteristics. In this paper, we report the development and preliminary validation of a new computer-administered and -scored health literacy measure addressing these limitations. Items in the measure reflect a wide range of content related to health promotion and maintenance as well as care for diseases. The development process has focused on creating a measure that will be useful in both Spanish and English, while not requiring substantial time for clinician training and individual administration and scoring. The items incorporate several formats, including questions based on brief videos, which allow for the assessment of listening comprehension and the skills related to obtaining information on the Internet. In this paper, we report the interim analyses detailing the initial development and pilot testing of the items (phase 1 of the project) in groups of Spanish and English speakers. We then describe phase 2, which included a second round of testing of the items, in new groups of Spanish and English speakers, and evaluation of the new measure's reliability and validity in relation to other measures. Data are presented that show that four scales (general health literacy, numeracy, conceptual knowledge, and listening comprehension), developed through a process of item and factor analyses, have significant relations to existing measures of health literacy.

  14. Divided attention in computer game play: analysis utilizing unobtrusive health monitoring.

    Science.gov (United States)

    McKanna, James A; Jimison, Holly; Pavel, Misha

    2009-01-01

    Divided attention is a vital cognitive ability used in important daily activities (e.g., driving), which tends to deteriorate with age. As with Alzheimer's and other neural degenerative conditions, treatment for divided attention problems is likely to be more effective the earlier it is detected. Thus, it is important that a method be found to detect changes in divided attention early on in the process, for both safety and health care reasons. We present here a new method for detecting divided attention unobtrusively, using performance on a computer game designed to force players to attend to different dimensions simultaneously in order to succeed. Should this model prove to predict scores on a standard test for divided attention, it could help to detect cognitive decline earlier in our increasingly computer-involved aging population, providing treatment efficacy benefits to those who will experience cognitive decline.

  15. Analysis of Movement Acceleration of Down's Syndrome Teenagers Playing Computer Games.

    Science.gov (United States)

    Carrogi-Vianna, Daniela; Lopes, Paulo Batista; Cymrot, Raquel; Hengles Almeida, Jefferson Jesus; Yazaki, Marcos Lomonaco; Blascovi-Assis, Silvana Maria

    2017-12-01

    This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo ® Wii™. The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, between 10 and 14 years of age. The arm swing accelerations of the dominant upper limb were collected as measures during the bowling and the golf games. The first valid measurement, verified by the software readings, recorded at the start of each of the games, was used in the analysis. In the bowling game, the groups presented significant statistical differences, with the maximum (M) peaks of acceleration for the Male Control Group (MCG) (M = 70.37) and Female Control Group (FCG) (M = 70.51) when compared with Male Down Syndrome Group (MDSG) (M = 45.33) and Female Down Syndrome Group (FDSG) (M = 37.24). In the golf game the groups also presented significant statistical differences, the only difference being that the maximum peaks of acceleration for both male groups were superior compared with the female groups, MCG (M = 74.80) and FCG (M = 56.80), as well as in MDSG (M = 45.12) and in FDSG (M = 30.52). It was possible to use accelerometry to evaluate the movement acceleration characteristics of teenagers diagnosed with DS during virtual bowling and golf games played on the Nintendo Wii console.

  16. Inside the Huddle: The Phenomenology and Sociology of Team Play in Networked Computer Games

    DEFF Research Database (Denmark)

    Witkowski, Emma

    of computer games? What does it mean when these types of games are suggested to be “found” securely in the software? What and where else is the game in action? And how are these games oriented by the many things engaged in their configuration? Taking a qualitative approach, this study explores such concerns...... with players, administrators, organizers and spectators, as well as observations and field notes. I take the perspective of phenomenological sociology coupled with a decidedly Actor‐network theory approach, which assists in exploring the connections and translations made between embodiment, game cultures......, and the associations between designers, software and technologies. From this exploration, the players emphasize that the game extends beyond the packaged product, and the product of their high performance team work relates to more than hand‐eye coordination and time spent in front of the machine. Though more...

  17. Development of Computer Play Pedagogy Intervention for Children with Low Conceptual Understanding in Basic Mathematics Operation Using the Dyscalculia Feature Approach

    Science.gov (United States)

    Mohd Syah, Nor Elleeiana; Hamzaid, Nur Azah; Murphy, Belinda Pingguan; Lim, Einly

    2016-01-01

    This study describes the development of a basic computer-based play pedagogy intervention using a dyscalculia-remedy-oriented approach such as repetition and number orientation manipulation, and the investigation of its effect on children displaying dyscalculia characteristics. This computer play was evaluated in a group of 50 seven-year-old…

  18. Mediatized play

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    Children’s play must nowadays be understood as a mediatized field in society and culture. Media – understood in a very broad sense - holds severe explanatory power in describing and understanding the practice of play, since play happens both with, through and inspired by media of different sorts........ In this presentation the case of ‘playing soccer’ will be outlined through its different mediated manifestations, including soccer games and programs on TV, computer games, magazines, books, YouTube videos and soccer trading cards....

  19. Cross-Sectional Associations Between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children

    OpenAIRE

    Ybarra, Michele L.; Huesmann, L. Rowell; Korchmaros, Josephine D.; Reisner, Sari L.

    2014-01-01

    Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended publi...

  20. Results from a pilot study of a computer-based role-playing game for young people with psychosis.

    Science.gov (United States)

    Olivet, Jeffrey; Haselden, Morgan; Piscitelli, Sarah; Kenney, Rachael; Shulman, Alexander; Medoff, Deborah; Dixon, Lisa

    2018-03-15

    Recent research on first episode psychosis (FEP) has demonstrated the effectiveness of coordinated specialty care (CSC) models to support young adults and their families, yet few tools exist to promote engagement in care. This study aimed to develop a prototype computer-based role-playing game (RPG) designed for young people who have experienced FEP, and conduct a pilot study to determine feasibility and test whether the game improves consumers' attitudes toward treatment and recovery. Twenty young people with FEP who were receiving services at a CSC program enrolled in the study and played the game for 1 hour. Pre- and post-quantitative assessments measured change in hope, recovery, stigma, empowerment and engagement in treatment. Qualitative interviews explored participants' experience with the game and ideas for further product development. Participants showed significant increase in positive attitudes toward recovery. The qualitative findings further demonstrated the game's positive impact across these domains. Of all game features, participants most highly valued video testimonials of other young adults with FEP telling their stories of hope and recovery. These findings provide modest support for the potential benefits of this type of computer-based RPG, if further developed for individuals experiencing psychosis. © 2018 John Wiley & Sons Australia, Ltd.

  1. Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play.

    Science.gov (United States)

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

    Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."

  2. On play and playing.

    Science.gov (United States)

    Rudan, Dusko

    2013-12-01

    The paper offers a review of the development of the concept of play and playing. The true beginnings of the development of the theories of play are set as late as in the 19th century. It is difficult to define play as such; it may much more easily be defined through its antipode--work. In the beginning, play used to be connected with education; it was not before Freud's theory of psychoanalysis and Piaget's developmental psychology that the importance of play in a child's development began to be explained in more detail. The paper further tackles the role of play in the adult age. Detailed attention is paid to psychodynamic and psychoanalytic authors, in particular D. W. Winnicott and his understanding of playing in the intermediary (transitional) empirical or experiential space. In other words, playing occupies a space and time of its own. The neuroscientific concept of playing is also tackled, in the connection with development as well.

  3. Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children.

    Science.gov (United States)

    Ybarra, Michele L; Huesmann, L Rowell; Korchmaros, Josephine D; Reisner, Sari L

    2014-01-01

    Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated. © 2014 Wiley Periodicals, Inc.

  4. Cross-Sectional Associations Between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children

    Science.gov (United States)

    Ybarra, Michele L.; Huesmann, L. Rowell; Korchmaros, Josephine D.; Reisner, Sari L.

    2015-01-01

    Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated. PMID:24464267

  5. Use of Computer Technology for English Language Learning: Do Learning Styles, Gender, and Age Matter?

    Science.gov (United States)

    Lee, Cynthia; Yeung, Alexander Seeshing; Ip, Tiffany

    2016-01-01

    Computer technology provides spaces and locales for language learning. However, learning style preference and demographic variables may affect the effectiveness of technology use for a desired goal. Adapting Reid's pioneering Perceptual Learning Style Preference Questionnaire (PLSPQ), this study investigated the relations of university students'…

  6. Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning

    Science.gov (United States)

    Ranalli, Jim

    2008-01-01

    With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…

  7. Contrasting human- and computer-generated english: the case of football match report

    OpenAIRE

    Viluckas, Paulius

    2017-01-01

    This paper aims to compare two kinds of football reports: written by football reporters and automatically generated by a video game. The corpus of real reports consists of match reports from the BBC website, while the corpus of computer-generated language has been compiled from video game Football Manager 2017. The aim of the study is to compare two varieties of football discourse by applying the lexical bundle approach (Biber et al. 2004). More specifically, the analysis involves a compariso...

  8. Development and initial validation of a computer-administered health literacy assessment in Spanish and English: FLIGHT/VIDAS

    Directory of Open Access Journals (Sweden)

    Ownby RL

    2013-08-01

    Full Text Available Raymond L Ownby,1 Amarilis Acevedo,2 Drenna Waldrop-Valverde,3 Robin J Jacobs,1 Joshua Caballero,4 Rosemary Davenport,1 Ana-Maria Homs,1 Sara J Czaja,5 David Loewenstein51Department of Psychiatry and Behavioral Medicine, Nova Southeastern University, Fort Lauderdale, FL, USA; 2Center for Psychological Studies, Nova Southeastern University, Fort Lauderdale, FL, USA; 3Nell Hodgson Woodruff School of Nursing, Emory University, Atlanta, GA, USA; 4College of Pharmacy, Department of Pharmacy Practice, Nova Southeastern University, Fort Lauderdale, FL, USA; 5University of Miami Miller School of Medicine, Miami, FL, USAAbstract: Current measures of health literacy have been criticized on a number of grounds, including use of a limited range of content, development on small and atypical patient groups, and poor psychometric characteristics. In this paper, we report the development and preliminary validation of a new computer-administered and -scored health literacy measure addressing these limitations. Items in the measure reflect a wide range of content related to health promotion and maintenance as well as care for diseases. The development process has focused on creating a measure that will be useful in both Spanish and English, while not requiring substantial time for clinician training and individual administration and scoring. The items incorporate several formats, including questions based on brief videos, which allow for the assessment of listening comprehension and the skills related to obtaining information on the Internet. In this paper, we report the interim analyses detailing the initial development and pilot testing of the items (phase 1 of the project in groups of Spanish and English speakers. We then describe phase 2, which included a second round of testing of the items, in new groups of Spanish and English speakers, and evaluation of the new measure's reliability and validity in relation to other measures. Data are presented that show

  9. Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.

    Science.gov (United States)

    Oultram, Stuart

    2013-12-01

    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.

  10. Learning, Play, and Your Newborn

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your Newborn KidsHealth / For Parents / Learning, ... Some Other Ideas Print What Is My Newborn Learning? Play is the chief way that infants learn ...

  11. Computer Class Role Playing Games, an innovative teaching methodology based on STEM and ICT: first experimental results

    Science.gov (United States)

    Maraffi, S.

    2016-12-01

    Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".

  12. Play your part

    CERN Document Server

    Ramsey, Gaynor

    1978-01-01

    Play your part is a collection of then situations in which students have to take on the roles of particular people and express their opinions, feelings or arguments about the situation. Play your part is intended for use with advanced students of English.

  13. The Efficacy of Child-Centered Play Therapy with Hispanic Spanish-Speaking Children when Conducted by a Monolingual English-Speaking Counselor

    Science.gov (United States)

    McGee, Lola V.

    2010-01-01

    The purpose of this study was to investigate the effectiveness of child-centered play therapy as an intervention when the client and the counselor do not speak the same language. The participants of the study were 34 Spanish-speaking children of Hispanic descent ranging in age from 4 to 8 who were referred to counseling for exhibiting…

  14. English training

    CERN Multimedia

    2003-01-01

    You have a good level of English BUT... You still need to improve your speaking or You have problems writing professional documents Would you like to work in a small group on either of these areas? Then, the following courses are for you! Writing Professional Documents in English The aim of the course is for students to improve their professional writing. Participants will work on technical, scientific or administrative documents depending on the needs of the group. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) Oral Expression The emphasis will be on oral expression with necessary feed-back. Speaking activities will include discussions, meeting simulations, role-plays etc. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) For registration and further information, please consult our Web pages: http://cern.ch/Training or contact Mr. Liptow: tel. 72957 / Mrs. Tessa Osborne: Tessa.Osborne@cern.ch.

  15. English Training

    CERN Multimedia

    2003-01-01

    You have a good level of English BUT... You still need to improve your speaking or You have problems writing professional documents Would you like to work in a small group on either of these areas? Then, the following courses are for you! Writing Professional Documents in English The aim of the course is for students to improve their professional writing. Participants will work on technical, scientific or administrative documents depending on the needs of the group. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) Oral Expression The emphasis will be on oral expression with necessary feed-back. Speaking activities will include discussions, meeting simulations, role-plays etc. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) For registration and further information, please consult our Web pages: http://cern.ch/Training or contact Mr. Liptow: tel. 72957 / Mrs. Tessa Osborne: Tessa.Osborne@cern.ch.

  16. English course

    CERN Multimedia

    HR Department

    2011-01-01

    General and Professional English Courses The next sessions will take place: From 3rd October 2011 to beginning of February 2012 (break at Christmas). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Kerstin Fuhrmeister, tel. 70896. Oral Expression The next sessions will take place from 3rd October 2011 to beginning of February 2012 (break at Christmas). This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be on average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Kerstin Fuhrmeister, tel. 70896. Writing Professional Documents in English - Administrative Wr...

  17. English courses

    CERN Multimedia

    2013-01-01

    Cours d'anglais général et professionnel La prochaine session se déroulera du 4 mars jusqu’au 21 juin 2013. Ces cours s'adressent à toute personne travaillant au CERN ainsi qu'à leur conjoint. Pour le détail des cours proposés, consultez nos pages web. Oral Expression The next sessions will take place from 4 March to 21 June 2013. This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be on average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. More information here. Writing Professional Documents in English - Administrative Writing Professional Documents in English - Technical The next sessions will take place from 4 March to 21 June 2013. These courses are designed for people with a goo...

  18. Non-operative management of a complete anterior cruciate ligament injury in an English Premier League football player with return to play in less than 8 weeks: applying common sense in the absence of evidence

    Science.gov (United States)

    Weiler, Richard; Monte-Colombo, Mathew; Mitchell, Adam; Haddad, Fares

    2015-01-01

    This case report illustrates and discusses the non-operative management of a complete anterior cruciate ligament (ACL) injury in an English Premier League football player, his return to play within 8 weeks and problem-free follow-up at 18 months post injury. When non-operative verses surgical ACL reconstruction is considered there are many fundamental gaps in our knowledge and currently, at elite level, there are no cases in cutting sports within the literature to guide these decisions. When the norm is for all professional footballers to be recommended surgery, it will be very challenging when circumstances and patient autonomy dictate a conservative approach, where prognosis, end points and risk are unclear and assumed to be high. This case challenges current dogma and provides a starting point for much needed debate about best practice, treatment options, research direction and not just at the elite level of sport. PMID:25917066

  19. Investigating Students' Perceived Discipline Relevance Subsequent to Playing Educational Computer Games: A Personal Interest and Self-Determination Theory Approach

    Science.gov (United States)

    Sorebo, Oystein; Haehre, Reidar

    2012-01-01

    The purpose of this study is to explain students' perceived relevance of playing an educational game as a means for development of discipline competence. Based on self-determination theory and the concept of personal interest, we propose that: Satisfying students' basic needs for competence, autonomy, and relatedness when playing educational games…

  20. Playing the computer game Tetris prior to viewing traumatic film material and subsequent intrusive memories: Examining proactive interference.

    Science.gov (United States)

    James, Ella L; Lau-Zhu, Alex; Tickle, Hannah; Horsch, Antje; Holmes, Emily A

    2016-12-01

    Visuospatial working memory (WM) tasks performed concurrently or after an experimental trauma (traumatic film viewing) have been shown to reduce subsequent intrusive memories (concurrent or retroactive interference, respectively). This effect is thought to arise because, during the time window of memory consolidation, the film memory is labile and vulnerable to interference by the WM task. However, it is not known whether tasks before an experimental trauma (i.e. proactive interference) would also be effective. Therefore, we tested if a visuospatial WM task given before a traumatic film reduced intrusions. Findings are relevant to the development of preventative strategies to reduce intrusive memories of trauma for groups who are routinely exposed to trauma (e.g. emergency services personnel) and for whom tasks prior to trauma exposure might be beneficial. Participants were randomly assigned to 1 of 2 conditions. In the Tetris condition (n = 28), participants engaged in the computer game for 11 min immediately before viewing a 12-min traumatic film, whereas those in the Control condition (n = 28) had no task during this period. Intrusive memory frequency was assessed using an intrusion diary over 1-week and an Intrusion Provocation Task at 1-week follow-up. Recognition memory for the film was also assessed at 1-week. Compared to the Control condition, participants in the Tetris condition did not report statistically significant difference in intrusive memories of the trauma film on either measure. There was also no statistically significant difference in recognition memory scores between conditions. The study used an experimental trauma paradigm and findings may not be generalizable to a clinical population. Compared to control, playing Tetris before viewing a trauma film did not lead to a statistically significant reduction in the frequency of later intrusive memories of the film. It is unlikely that proactive interference, at least with this task

  1. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    ? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design......, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty...

  2. Does Performance in Digital Reading Relate to Computer Game Playing? A Study of Factor Structure and Gender Patterns in 15-Year-Olds' Reading Literacy Performance

    Science.gov (United States)

    Rasmusson, Maria; Åberg-Bengtsson, Lisbeth

    2015-01-01

    Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investigate gender differences in this factor (if found), and (3) to explore how computer game playing might relate to digital reading performance and gender. The analyses were conducted with structural equation modeling techniques. In addition to an overall…

  3. Computer Assisted Educational Material Preparation for Fourth Grade Primary School Students' English Language Class in Teaching Numbers

    Science.gov (United States)

    Yüzen, Abdulkadir; Karamete, Aysen

    2016-01-01

    In this study, using ADDIE instructional design model, it is aimed to prepare English language educational material for 4th grade primary students to teach them numbers. At the same time, ARCS model of motivation's attention, relevance and satisfaction phases are also taken into consideration. This study also comprises of Design Based Research…

  4. Differences in TV Viewing and Computer Game Playing's Relationships with Physical Activity and Eating Behaviors among Adolescents: An NHANES Study

    Science.gov (United States)

    Jashinsky, Jared; Gay, Jennifer; Hansen, Nathan; Muilenburg, Jessica

    2017-01-01

    Background: TV viewing and computer game use may both limit physical activity, but only TV viewing may promote a poorer diet due to exposure to food advertising and availability of the hands for snacking. Purpose: The purpose of this study was to investigate relationships between the different screen times and type 2 diabetes markers among youth.…

  5. Teaching English through Online Games for Junior High School Students

    Directory of Open Access Journals (Sweden)

    Sastika Seli

    2015-04-01

    Full Text Available Teaching language is an attractive activity both for the teacher and for the acceptor. They can interact together in this act. Teaching English is a challenge for the teachers to make the students interest in English because as we know English is not the first language for some countries in this world including Indonesia. There are various ways and ideas to teach English so that it can be fun and interest to be taught and to be learnt. But those ways and ideas also should be an up date method and also use a modern technology to be implemented. Along with the development of modern technology, the teachers should involve with it and make it as a part of English teaching tools. Two of the famous and sophisticated tools are computer and the internet. These things have a close relation to be urgent equipment for people. In this article, the writer wants to purpose the use of online games as a way to teach English for junior high school. Te article aims to give another teaching alternative in attracting the junior high school students to learn English in funny and enjoyable way. Through online games they do not only can play the various games but also indirectly they do the exercises of English skills.

  6. Design and preliminary evaluation of the FINGER rehabilitation robot: controlling challenge and quantifying finger individuation during musical computer game play.

    Science.gov (United States)

    Taheri, Hossein; Rowe, Justin B; Gardner, David; Chan, Vicki; Gray, Kyle; Bower, Curtis; Reinkensmeyer, David J; Wolbrecht, Eric T

    2014-02-04

    This paper describes the design and preliminary testing of FINGER (Finger Individuating Grasp Exercise Robot), a device for assisting in finger rehabilitation after neurologic injury. We developed FINGER to assist stroke patients in moving their fingers individually in a naturalistic curling motion while playing a game similar to Guitar Hero. The goal was to make FINGER capable of assisting with motions where precise timing is important. FINGER consists of a pair of stacked single degree-of-freedom 8-bar mechanisms, one for the index and one for the middle finger. Each 8-bar mechanism was designed to control the angle and position of the proximal phalanx and the position of the middle phalanx. Target positions for the mechanism optimization were determined from trajectory data collected from 7 healthy subjects using color-based motion capture. The resulting robotic device was built to accommodate multiple finger sizes and finger-to-finger widths. For initial evaluation, we asked individuals with a stroke (n = 16) and without impairment (n = 4) to play a game similar to Guitar Hero while connected to FINGER. Precision design, low friction bearings, and separate high speed linear actuators allowed FINGER to individually actuate the fingers with a high bandwidth of control (-3 dB at approximately 8 Hz). During the tests, we were able to modulate the subject's success rate at the game by automatically adjusting the controller gains of FINGER. We also used FINGER to measure subjects' effort and finger individuation while playing the game. Test results demonstrate the ability of FINGER to motivate subjects with an engaging game environment that challenges individuated control of the fingers, automatically control assistance levels, and quantify finger individuation after stroke.

  7. China English and ELT for English Majors

    Science.gov (United States)

    Zhang, Mingjuan

    2008-01-01

    This paper is a general study of one of varieties of English--China English and its influence on English Language Teaching (ELT) for English majors. The status of English as an International language breaks the situation in which British English or American English is the sole standard. English becomes World Englishes, taking on a plural form,…

  8. Exploring English as a Foreign Language (EFL) Teacher Trainers' Perspectives on Challenges to Promoting Computer Literacy of EFL Teachers

    Science.gov (United States)

    Dashtestani, Reza

    2014-01-01

    Computer literacy is a significant component of language teachers' computer-assisted language learning (call) knowledge. Despite its importance, limited research has been undertaken to analyze factors which might influence language teachers' computer literacy levels. This qualitative study explored the perspectives of 39 Iranian EFL teacher…

  9. Teachers' Support in Using Computers for Developing Students' Listening and Speaking Skills in Pre-Sessional English Courses

    Science.gov (United States)

    Zou, Bin

    2013-01-01

    Many computer-assisted language learning (CALL) studies have found that teacher direction can help learners develop language skills at their own pace on computers. However, many teachers still do not know how to provide support for students to use computers to reinforce the development of their language skills. Hence, more examples of CALL…

  10. Playing on the edge

    DEFF Research Database (Denmark)

    Cermak-Sassenrath, Daniel

    2018-01-01

    and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued......Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different...... that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do...

  11. Radiological English

    Energy Technology Data Exchange (ETDEWEB)

    Ribes, R. [Hospital Reina Sofia, Cordoba (Spain). Servicio de Radiologia; Ros, P.R. [Harvard Medical School, Boston, MA (United States). Div. of Radiology

    2007-07-01

    The book is an introductory book to radiological English on the basis that there are a lot of radiologists, radiology residents, radiology nurses, radiology students, and radiographers worldwide whose English level is indeterminate because their reading skills are much higher than their fluency. It is intended to help those health care professionals who need English for their work but do not speak English on a day-to-day basis. (orig.)

  12. Radiological English

    International Nuclear Information System (INIS)

    Ribes, R.; Ros, P.R.

    2007-01-01

    The book is an introductory book to radiological English on the basis that there are a lot of radiologists, radiology residents, radiology nurses, radiology students, and radiographers worldwide whose English level is indeterminate because their reading skills are much higher than their fluency. It is intended to help those health care professionals who need English for their work but do not speak English on a day-to-day basis. (orig.)

  13. GraphoLearn India : the effectiveness of a computer-assisted reading intervention in supporting English readers in India

    OpenAIRE

    Patel, Priyanka

    2018-01-01

    Illiteracy is still a critical problem in many parts of the developing world. India, with a population of over 1.3 billion individuals, has a literacy rate of only 72%. Those living in poverty are at an even higher risk of never achieving literacy due to limited access to quality education. With a strong push towards English education sweeping the country, those in poverty further struggle to learn a language which is foreign to them. Without access to quality education, these individuals are...

  14. No one can play snooker that fast. SCK•CEN performs computer simulations of nuclear fuel behaviour

    International Nuclear Information System (INIS)

    2014-01-01

    The article discusses the project F-Bridge, which is funded under the seventh European framework programme. The objective of F-Bridge apply knowledge gained from fundamental science to to the development of Gen-IV fuels. The ultimate goal is to set up an international exchange platform for the integration and the coordination of nuclear fuel research. As part of the F-Bridge project, the Belgian Nuclear Research Center SCK-CEN collaborates with other institutes in Europe in a work package on multi-scale modelling. The main contribution of SCK-CEN focuses on atomic-scale computer simulations. The employed techniques are based on empirical force fields and describe atomic interactions using simple parameters and analytical formulas. Based on Newton’s theory, the evolution of a series of atoms and their interaction over a given time period can be predicted.

  15. Earphone English.

    Science.gov (United States)

    Goldsmith, Francisca

    2002-01-01

    Describes Earphone English, a student club sponsored through a partnership between Berkeley High School and the Berkeley Public Library that offers students whose primary language is not English to practice their spoken and aural English skills. Discusses the audiobooks used in the program and the importance of multicultural content and age…

  16. Orthographic influences on division of labor in learning to read Chinese and English: Insights from computational modeling

    Science.gov (United States)

    Yang, Jianfeng; Shu, Hua; McCandliss, Bruce D.; Zevin, Jason D.

    2013-01-01

    Learning to read any language requires learning to map among print, sound and meaning. Writing systems differ in a number of factors that influence both the ease and rate with which reading skill can be acquired, as well as the eventual division of labor between phonological and semantic processes. Further, developmental reading disability manifests differently across writing systems, and may be related to different deficits in constitutive processes. Here we simulate some aspects of reading acquisition in Chinese and English using the same model architecture for both writing systems. The contribution of semantic and phonological processing to literacy acquisition in the two languages is simulated, including specific effects of phonological and semantic deficits. Further, we demonstrate that similar patterns of performance are observed when the same model is trained on both Chinese and English as an "early bilingual." The results are consistent with the view that reading skill is acquired by the application of statistical learning rules to mappings among print, sound and meaning, and that differences in the typical and disordered acquisition of reading skill between writing systems are driven by differences in the statistical patterns of the writing systems themselves, rather than differences in cognitive architecture of the learner. PMID:24587693

  17. Developing 21st Century Skills through Gameplay: To What Extent Are Young People Who Play the Online Computer Game Minecraft Acquiring and Developing Media Literacy and the Four Cs Skills?

    Science.gov (United States)

    Morgan, Mia Lynn

    2015-01-01

    Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…

  18. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    This article studies the implications of current attempts by organizations to adapt to a world of constant change by introducing the notion of playful organizational membership. To this end we conduct a brief semantic history of organizational play and argue that when organizations play, employees...... are expected to engage in playful exploration of alternative selves. Drawing on Niklas Luhmann's theory of time and decision-making and Gregory Bateson's theory of play, the article analyses three empirical examples of how games play with conceptions of time. We explore how games represent an organizational...

  19. Play, Playfulness, Creativity and Innovation

    Directory of Open Access Journals (Sweden)

    Patrick Bateson

    2014-05-01

    Full Text Available Play, as defined by biologists and psychologists, is probably heterogeneous. On the other hand, playfulness may be a unitary motivational state. Playful play as opposed to activities that merge into aggression is characterized by positive mood, intrinsic motivation, occurring in a protected context and easily disrupted by stress. Playful play is a good measure of positive welfare. It can occupy a substantial part of the waking-life of a young mammal or bird. Numerous functions for play have been proposed and they are by no means mutually exclusive, but some evidence indicates that those individual animals that play most are most likely to survive and reproduce. The link of playful play to creativity and hence to innovation in humans is strong. Considerable evidence suggests that coming up with new ideas requires a different mindset from usefully implementing a new idea.

  20. Emotional Education in English Teaching

    Institute of Scientific and Technical Information of China (English)

    Li Xiu zhi

    2014-01-01

    The emotional education is part of the educational process. Concerned about students’ attitude towards emotions, feelings, and beliefs in the educational process, it is aimed at promoting the development of students and society. If teachers can actively carry out the emotional education teaching method in English teaching, it is certain that such actions will play an important role in English teaching.

  1. Text-Based Language Teaching and the Analysis of Tasks Presented in English Course Books for Students of Information Technology and Computing

    Directory of Open Access Journals (Sweden)

    Valerija Marina

    2011-04-01

    Full Text Available The paper describes the essential features of a connected text helping to raise learners’ awareness of its structure and organization and improve their skills of reading comprehension. Classroom applications of various approaches to handling texts and text-based activities are also discussed and their main advantages and disadvantages are outlined.Tasks based on text transformation and reconstruction found in the course books of English for students of computing and information technology are analysed and their types are determined. The efficiency of the tasks is determined by considering the experience of the authors gained in using text-based assignments provided in these course books with the students of the above specialities. Some problems encountered in classroom application of the considered text-based tasks are also outlined.

  2. English Course

    CERN Multimedia

    HR Department

    2012-01-01

    Cours d'anglais général et professionnel : La prochaine session se déroulera : du 27 février au 22 juin 2012. Ces cours s'adressent à toute personne travaillant au CERN ainsi qu'à leur conjoint. Pour vous inscrire et voir tout le détail des cours proposés, consultez nos pages Web: http://cern.ch/Training Vous pouvez aussi contacter Kerstin Fuhrmeister, tél. 70896. Oral Expression The next sessions will take place from 27 February to 22 June, 2012.  This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be on average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. For registration and further information on the courses, please consult our Web page: http://cern.ch/Training or contact Kerstin Fuhrmeister, tel. ...

  3. Play Therapy

    Science.gov (United States)

    Lawver, Timothy; Blankenship, Kelly

    2008-01-01

    Play therapy is a treatment modality in which the therapist engages in play with the child. Its use has been documented in a variety of settings and with a variety of diagnoses. Treating within the context of play brings the therapist and the therapy to the level of the child. By way of an introduction to this approach, a case is presented of a six-year-old boy with oppositional defiant disorder. The presentation focuses on the events and interactions of a typical session with an established patient. The primary issues of the session are aggression, self worth, and self efficacy. These themes manifest themselves through the content of the child’s play and narration of his actions. The therapist then reflects these back to the child while gently encouraging the child toward more positive play. Though the example is one of nondirective play therapy, a wide range of variation exists under the heading of play therapy. PMID:19724720

  4. Extramural English

    DEFF Research Database (Denmark)

    Jensen, Signe Hannibal

    activities are more supportive of language learning than others, i.e. gaming, watching television, music, etc. Finally, a qualitative gaming study will be carried out to explore what goes on linguistically when very young children game in English together: type of interaction between players...... and with the game and if this interaction can be seen to support their English language learning. Preliminary results indicate that although children use / are exposed to English in a range of different contexts and through a variety of modalities (internet, console/PC games, music etc.), the one activity...... that seems to have the most impact on children’s English learning is gaming....

  5. Playing with the city

    DEFF Research Database (Denmark)

    Tosca, Susana; Marquez, Israel

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact...... that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectators, who are invited to play in symbolic ways that actualize nostalgic memories of gaming and can be related...

  6. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... with tablets’ physical and digital affordances shape children’s digital play. This thesis presents how young children’s current practices when playing with tablets inform digital experiences in Denmark and Japan. Through an interdisciplinary lens and a grounded theory approach, I have identified and mapped...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  7. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  8. Play Practices and Play Moods

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2013-01-01

    The aim of this article is to develop a view of play as a relation between play practices and play moods based on an empirical study of children's everyday life and by using Bateson's term of ‘framing’ [(1955/2001). In Steps to an ecology of mind (pp. 75–80). Chicago: University of Chicago Press......], Schmidt's notion of ‘commonness’ [(2005). Om respekten. København: Danmarks Pædagogiske Universitets Forlag; (2011). On respect. Copenhagen: Danish School of Education University Press] and Heidegger's term ‘mood’ [(1938/1996). Time and being. Cornwall: Wiley-Blackwell.]. Play mood is a state of being...... in which we are open and ready, both to others and their production of meaning and to new opportunities for producing meaning. This play mood is created when we engage with the world during play practices. The article points out four types of play moods – devotion, intensity, tension and euphorica – which...

  9. Riddle Hero: Play and Poetry in the Exeter Book Riddles

    Science.gov (United States)

    Higl, Andrew

    2017-01-01

    The author discusses the Exeter Book riddles, some of the earliest poems in English, specifically Old English, as perfect examples of how play and poetry intersect. Their playfulness, he claims, is most apparent in the original manuscript, but notes that few modern readers read Old English. The orthography of the manuscript also helps to make the…

  10. Toward an Understanding of Preservice English as a Foreign Language Teachers' Acceptance of Computer-Assisted Language Learning 2.0 in the People's Republic of China

    Science.gov (United States)

    Mei, Bing; Brown, Gavin T. L.; Teo, Timothy

    2018-01-01

    Despite the rapid proliferation of information and communication technologies, there exists a paucity of empirical research on the causes of the current low acceptance of computer-assisted language learning (CALL) by English as a foreign language (EFL) teachers in the People's Republic of China (PRC). This study aims to remedy this situation…

  11. CALL English

    DEFF Research Database (Denmark)

    Barlach, Else

    This multimedia program of English grammar caters specifically for Danish students at Bachelor level. The handbook introduces students to well-established grammatical terminology within the traditional areas of English grammar, and the CD-ROM, which contains about 120 exercises, offers students...

  12. Maori English

    Science.gov (United States)

    Maclagan, Margaret; King, Jeanette; Gillon, Gail

    2008-01-01

    The Maori language is the language of the indigenous people of New Zealand. Today, not all Maori speak the Maori language, and many Maori as well as non-Maori speak Maori English, the fastest growing of the main varieties of New Zealand English. This paper provides a background to the linguistic situation of the Maori populace in New Zealand,…

  13. Playing Shakespeare.

    Science.gov (United States)

    Bashian, Kathleen Ryniker

    1993-01-01

    Describes a yearlong project at 12 Catholic middle schools in the Diocese of Arlington, Virginia, to incorporate the plays of William Shakespeare into the curriculum. Teachers attended university lectures and directed students in performances of the plays. Concludes that Shakespeare can be understood and enjoyed by middle school students. (BCY)

  14. A System for English Vocabulary Acquisition Based on Code-Switching

    Science.gov (United States)

    Mazur, Michal; Karolczak, Krzysztof; Rzepka, Rafal; Araki, Kenji

    2016-01-01

    Vocabulary plays an important part in second language learning and there are many existing techniques to facilitate word acquisition. One of these methods is code-switching, or mixing the vocabulary of two languages in one sentence. In this paper the authors propose an experimental system for computer-assisted English vocabulary learning in…

  15. More Danish, More English

    DEFF Research Database (Denmark)

    Chopin, Kimberly Renée

    -up approachto determining language use. This research has implications for other institutions which are affected by similar language issues. It adds to existing work on English-medium instruction in higher education, and adds to discussions on domain loss and the language of education inuniversities.......Universities in Denmark are becoming increasingly internationalized, and areincreasingly using English as a language of research, teaching, and administration. At the same time, the Danish language is seen by some as being under threat, and Danish public discourse has focused on what role...... the Danish language may play in higher education in Denmark. This study investigates both trends through a focus on recently implemented language policies at one Danish university faculty which mandate that graduate instruction becarried out only in English, and undergraduate instruction only in Danish...

  16. Comparative analysis of oral and computer based types of assessment in teaching English for students of economics, business and finance

    Directory of Open Access Journals (Sweden)

    Grigorieva Elena V.

    2016-01-01

    Full Text Available Foreign language skill is one of the components highly demanded by employers in the sphere of economics, business and finance. Adequate level of foreign language proficiency can be achieved with a thoroughly selected type of assessment which shows the progresses made by graduates and help to adapt teaching techniques and learning standards to changing requirements. Computer based testing and oral type of assessment are common ways to estimate graduates’ foreign language proficiency level. The aim of the present study is to determine the type of assessment which best suits the purpose of higher educational establishment and can be used within graduates’ possibilities. Authors came to the conclusion that both CBT and oral type of assessment should constitute the framework of the assessment procedure and be used in their combination because in that way they respond to the needs of higher educational establishment and comply with graduates’ differences respectively.

  17. English Phonetics

    DEFF Research Database (Denmark)

    potential applications helping to provide solutions to problems encountered in the real world. An area of prime importance was the teaching of pronunciation to language learners, and in particular the acquisition of English pronunciation by non-natives. Apart from works devoted to second...... Melville Bell, Isaac Pitman, Alexander J. Ellis, and Henry Sweet—the emphasis was on what is now known as articulatory phonetics. (See further Phonetics of English in the Nineteenth Century (Routledge, 2006), compiled by the editors of the current collection.) These pioneers regarded their task......-language acquisition, and in particular to the teaching of English as an acquired language, this emphasis also led to the production of important English pronunciation dictionaries, including the Afzelius dictionary reproduced as Volume I of this collection. Other areas covered in the following volumes include key...

  18. The Effect of Teachers' Emotions on Chinese Junior English Learners

    Institute of Scientific and Technical Information of China (English)

    JiangLiqin

    2004-01-01

    The study intends to investigate the effect of teachers' emotions on Chinese Junior English learners. It is very common to see that in many primary schools, Chinese English teachers tend to play games with children, teach songs and the like,leading the Chinese young English beginners to the door to English world with great enthusiasm. But after children enter

  19. A Study of Autonomy English Learning on the Internet

    Science.gov (United States)

    Zhong, Yunsheng

    2008-01-01

    With the variety of environment and method of English learning, Autonomy English learning on the Internet is playing a more and more important role in modern English learning. It challenges the traditional learning approach, and also is forwardness. This paper points out that autonomy English learning on the Internet facilitates the improvement of…

  20. English, Language Shift and Values Shift in Japan and Singapore

    Science.gov (United States)

    Morita, Liang

    2015-01-01

    This is a comparative study of English language education in Japan and Singapore and the role English plays in both countries. English language education in Japan has not been very effective. Although the communicative approach to teaching English was introduced in the 1980s, schools still use the grammar-translation method and most Japanese do…

  1. Postphenomenological Play

    DEFF Research Database (Denmark)

    Hammar, Emil

    This paper aims to identify an understanding of digital games in virtual environments by using Don Ihde’s (1990) postphenomenological approach to how technology mediates the world to human beings in conjunction with Hans-Georg Gadamer’s (1993) notion of play . Through this tentatively proposed am...... amalgamation of theories I point towards an alternative understanding of the relationship between play and game as not only dialectic, but also as socially and ethically relevant qua the design and implementation of the game as technology....

  2. On a Quest for English

    Science.gov (United States)

    Waters, John K.

    2007-01-01

    This article reports the potential of online role-playing games to be a powerful tool for English as a second language (ESL) learning. When Professor Edd Schneider and game designer Kai Zheng suggested to attendees gathered in San Francisco last spring for the annual Game Developers Conference that massively multiplayer online role-playing games,…

  3. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    intact. In its final sections, the article discusses what happens to conditions of decision-making when organisations do not just see undecidability as a given condition, but as a limited resource indispensable for change and renewal. The article advances discussions of organisational play by exploring...

  4. Clay Play

    Science.gov (United States)

    Rogers, Liz; Steffan, Dana

    2009-01-01

    This article describes how to use clay as a potential material for young children to explore. As teachers, the authors find that their dialogue about the potential of clay as a learning medium raises many questions: (1) What makes clay so enticing? (2) Why are teachers noticing different play and conversation around the clay table as compared to…

  5. Sweet Play

    Science.gov (United States)

    Leung, Shuk-kwan S.; Lo, Jane-Jane

    2010-01-01

    This article features Sweet play math, a "math by the month" activity that involves decorating and making sugar cubes. Teachers may want to substitute straws, paper squares, alphabet blocks, or such commercially made manipulatives as Unifix[R] cubes for the real sweets. Given no allergy concerns, teachers and students alike would enjoy some sweet…

  6. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the v......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...... of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer...

  7. Playing Teacher.

    Science.gov (United States)

    Gilbert, Juan E.

    The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…

  8. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    The present article explores the role of music-related artefacts and technologies in children’s lives. More specifically, it analyzes how four 10- to 11-year old girls use CDs and DVD games in their music-play activities and which developmental themes and potentials may accrue from such activitie...

  9. Water Play

    Science.gov (United States)

    Cline, Jane E.; Smith, Brandy A.

    2016-01-01

    The inclusion of activities to develop sensory awareness, spatial thinking, and physical dexterity, operationalized through hands-on science lessons such as water play, have long been part of early childhood education. This practical article addresses Next Generation Science Standards K-2 ETS1-3 and K-2 ETS1-2 by having four-year-old…

  10. An Action Research on Improving Non-English Majors' English Writing by "Basic Sentence Pattern Translation Drills"

    Science.gov (United States)

    He, Xiaoyu

    2016-01-01

    English writing plays an indispensible part in EFL (English as a Foreign Language) learning for Chinese students, which accounts for a high score in an English test in China. And it is also a comprehensive reflection of students' abilities in L2 application. However, most non-English majors in vocational and technical colleges have great trouble…

  11. A Survey on the Relation between the Rate of Watching and Playing Computer Game and Weight Disorder Regarding first Grade Students in Elementary School in Karaj in 2012

    Directory of Open Access Journals (Sweden)

    K. Kabir

    2013-10-01

    Full Text Available Background: Life style changes have been considered in different ways in urban communities. Apartment housing, lack of physical activities, both parents being employed, entertainment devices relying on monitor display screens being within reach, leads our children to a sedentary life style. Obesity is just one of the side effects of this kind of living while children's confrontation with computer is decreasing to a lower age. There have been lots of surveys related to the duration of time spending on these entertainments with high school students but no research have been carried out on elementary school students in Iran. Methods: This cross-sectional study was carried on a sample of 450 male and female students attending the assessment center to register in the first grade in Karaj city. Results & conclusion: Therefore, in this survey, the average time new comers spent in front of a monitor screen was taken into account .The result showed that some part of child's daily activities was allocated to electronic devices having a monitor screen. Our findings showed that the allocated time for watching TV was 2.6 hours per day, for satellite programs: 0.49 hours per day, for Computer operating: 0.9 hours per day, Computer games: 0.38, and play station: 0.14hours per day and in total they used electronic devices 4.6 hour per day. Moreover, in this study, the BMI of each case has been calculated and the spread rate of weigh disorders was studied. About the weight disorders, we found that 15.8 % of students in this survey were low weight, 69.8 % were in normal ranges, 8.9 % were overweight and 5.4% were obese. In this survey, the relation between weight disorder and the rate of using electronic monitor screens was also studied. however, we couldn’t find any relevance between the two variables, probably the weight disorders must be affected by many other factors. We considered demographic variables as well as other variables which may affect weight

  12. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    event called InnoEvent, addressed to students in the fields of multimedia and healthcare. Being interested in studying games and role-play as tools to support independent learning in the field of design thinking and team-building, following Dewey’s (1938) theory of learning experience, we ran two...... workshops based on two classic role-play games: The Silent Game (Brandt, 2006) and The Six Thinking Hats (de Bono, 1985). These games were created to support students in learning design thinking in groups and are assigned positive values in literature, hence we expected a smooth process. However, our...... experience was rather characterized by conflictual negotiations with the students. Data from our observations and from interviews with group representatives show that the students took a discontinuous learning path, characterised by a false start, failure, and a thorough reconsideration of their work...

  13. Emotional Education in English Teaching

    Institute of Scientific and Technical Information of China (English)

    Li; Xiu; zhi

    2014-01-01

    The emotional education is part of the educational process.Concerned about students’attitude towards emotions,feelings,and beliefs in the educational process,it is aimed at promoting the development of students and society.If teachers can actively carry out the emotional education teaching method in English teaching,it is certain that such actions will play an important role in English teaching.

  14. Television viewing, computer game play and book reading during meals are predictors of meal skipping in a cross-sectional sample of 12-, 14- and 16-year-olds.

    Science.gov (United States)

    Custers, Kathleen; Van den Bulck, Jan

    2010-04-01

    To examine whether television viewing, computer game playing or book reading during meals predicts meal skipping with the aim of watching television, playing computer games or reading books (media meal skipping). A cross-sectional study was conducted using a standardized self-administered questionnaire. Analyses were controlled for age, gender and BMI. Data were obtained from a random sample of adolescents in Flanders, Belgium. Seven hundred and ten participants aged 12, 14 and 16 years. Of the participants, 11.8 % skipped meals to watch television, 10.5 % skipped meals to play computer games and 8.2 % skipped meals to read books. Compared with those who did not use these media during meals, the risk of skipping meals in order to watch television was significantly higher for those children who watched television during meals (2.9 times higher in those who watched television during at least one meal a day). The risk of skipping meals for computer game playing was 9.5 times higher in those who played computer games weekly or more while eating, and the risk of meal skipping in order to read books was 22.9 times higher in those who read books during meals less than weekly. The more meals the respondents ate with the entire family, the less likely they were to skip meals to watch television. The use of media during meals predicts meal skipping for using that same medium. Family meals appear to be inversely related to meal skipping for television viewing.

  15. ENGLISH TRAINING

    CERN Multimedia

    2003-01-01

    If you wish to participate in one of the following courses, please discuss with your supervisor and apply electronically directly from the course description pages that can be found on the Web at: http://www.cern.ch/Training/ or fill in an "application for training" form available from your Divisional Secretariat or from your DTO (Divisional Training Officer). Applications will be accepted in the order of their receipt. LANGUAGE TRAINING Françoise Benz tel. 73127 language.training@cern.ch PLACES AVAILABLE Writing Professional Documents in English This course is designed for people with a good level of spoken English who need to improve their professional writing (administrative, scientific, technical). Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) Date and timetable will be fixed when there are sufficient participants enrolled. Oral Expression This course is intended for people with a good knowledge of English who want to practise and maintain their sp...

  16. Playing Possum

    Directory of Open Access Journals (Sweden)

    Enrico Euli

    2016-07-01

    Full Text Available Our society is drenched in the catastrophe; where the growth of financial crisis, environmental cataclysm and militarization represents its gaudiest and mortifying phenomena. Humans struggle with depression, sense of impotence, anguish towards a future considered a threat.  A possibility to keep us alive can be represented by the enhancement of our ability in ‘playing Possum’, an exercise of desisting and renitence: to firmly say ‘no’. To say no to a world that proposes just one way of being and living free, that imposes as the only unavoidable possible destiny.

  17. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...... in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new...

  18. Use of English Corpora as a Primary Resource to Teach English to the Bengali Learners

    Science.gov (United States)

    Dash, Niladri Sekhar

    2011-01-01

    In this paper we argue in favour of teaching English as a second language to the Bengali learners with direct utilisation of English corpora. The proposed strategy is meant to be assisted with computer and is based on data, information, and examples retrieved from the present-day English corpora developed with various text samples composed by…

  19. 211 English Language, the Nigerian Education System and Human ...

    African Journals Online (AJOL)

    The role English language plays in human development in Nigeria is the focal point of ... learning process thrives on effective communication between the teacher and the .... enable one understand how English language came into Nigeria.

  20. English Downfall

    Science.gov (United States)

    Theamishaugur

    2009-01-01

    In a remix of the infamous Hitler meme--taking a scene from the movie, "Downfall" (2005), and adding subtitles appropriate (in this case) for "Kairos" readers--theamishaugur makes a pointed, humorous (to some) commentary on the status of multimodal composition scholars in English departments during job market season.

  1. Living English

    Science.gov (United States)

    Speight, Stephen

    1977-01-01

    The latest (July, 1976) edition of the "Concise Oxford Dictionary" is seen as "prescriptive," and of limited use to foreigners, since it lacks an international phonetic transcription. It is questioned whether sufficient treatment is given to new words, scientific words, non-British English, obscene language, change of meaning, and obsolescence.…

  2. English courses

    CERN Multimedia

    HR Department

    2010-01-01

    New courses University of Cambridge ESOL examination course We will be starting two new courses in October leading to the Cambridge First Certificate in English (level B2 of the European Framework) and the Cambridge Advanced English (level C1) examinations. These courses will consist of two semesters of 15 weeks with two two-hourly classes per week. There will be an average of eight students per class. Normally the examination will be taken in June 2011 but strong participants could take it earlier. People wishing to take these courses should enrol: http://cta.cern.ch/cta2/f?p=110:9:1927376177842004::NO::X_COURSE_ID,X_STATUS:4133%2CD and they will then be required to take a placement test to check that their level of English is of an appropriate level. Please note that we need a minimum of seven students enrolled to open a session. For further information please contact Tessa Osborne 72957. General and Professional English Courses The next session will take place: From 4th October 2010 to 5th Feb...

  3. English Training

    CERN Multimedia

    2003-01-01

    General and Professional English Courses The next session will take place: from 03 March to 28 June 2003 (2 weeks break at Easter). These courses are open to all persons working on the Cern site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Mrs. Benz: tel.73127 or Mr. Liptow: tel.72957. Writing Professional Documents in English This course is designed for people with a good level of spoken English. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) For registration and further information, please consult our Web pages: http://cern.ch/Training or contact Mrs. Tessa Osborne: Tessa.Osborne@cern. Oral Expression This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be approximately 8 participants in a class. Speaking activities will include discussions, meeting simulations, rol...

  4. English Training

    CERN Multimedia

    2003-01-01

    General and Professional English Courses The next session will take place: from 03 March to 28 June 2003 (2 weeks break at Easter). These courses are open to all persons working on the Cern site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Mrs. Benz: tel.73127 or Mr. Liptow: tel.72957. Writing Professional Documents in English This course is designed for people with a good level of spoken English. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) For registration and further information, please consult our Web pages: http://cern.ch/Training or contact Mrs. Tessa Osborne: Tessa.Osborne@cern. Oral Expression This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be approximately 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-p...

  5. The reading comprehension skills in English, on the professionals training in education in third year of the Labour Education and computing career

    Directory of Open Access Journals (Sweden)

    Agnes Aydely Leal

    2016-03-01

    Full Text Available This article evidence in detail, the different stages through which has passed the teaching of Labor Education and Information Technology, an analysis of docuemnts of the different curriculum with whom we worked and are currently working, the historical past of the development of reading comprehension skills in English as well as English for specific purpuse in the training of professionals in both profiles.

  6. Making out in English (English phrasebook)

    CERN Document Server

    Crownover, Richard

    2011-01-01

    Making Out in English is a fun, accessible and thorough English phrase book and guide to the English language as it's really spoken. If you are a student, businessman or tourist traveling to the English speaking world and would like to have an authentic and meaningful experience, the key is being able to speak like a local. This friendly and easy-to-use English phrasebook makes this possible. Making Out in English has been revised and redesigned to act as a guide to modern colloquial English for use in everyday informal interactions—giving access to the sort of catchy English expressions that

  7. Understanding Games as Played

    DEFF Research Database (Denmark)

    Leino, Olli Tapio

    2009-01-01

    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player......’s experience leans toward the empirical-scientific, in the forms (neuro)psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer...... game play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests...

  8. The Cultivation of Cross-Cultural Communication Competence in Oral English Teaching Practice

    Science.gov (United States)

    Sun, Chunyan

    2015-01-01

    This paper analyzes the main problems and difficulties in current college English oral English teaching practice, illustrates the relationship between oral English teaching and cross-cultural communication competence. On the one hand, cross-cultural communication plays an essential role in oral English teaching; besides, oral English teaching…

  9. Farm Hall: The Play

    Science.gov (United States)

    Cassidy, David C.

    2013-03-01

    It's July 1945. Germany is in defeat and the atomic bombs are on their way to Japan. Under the direction of Samuel Goudsmit, the Allies are holding some of the top German nuclear scientists-among them Heisenberg, Hahn, and Gerlach-captive in Farm Hall, an English country manor near Cambridge, England. As secret microphones record their conversations, the scientists are unaware of why they are being held or for how long. Thinking themselves far ahead of the Allies, how will they react to the news of the atomic bombs? How will these famous scientists explain to themselves and to the world their failure to achieve even a chain reaction? How will they come to terms with the horror of the Third Reich, their work for such a regime, and their behavior during that period? This one-act play is based upon the transcripts of their conversations as well as the author's historical work on the subject.

  10. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  11. Drama in English: An Enriching Experience.

    Science.gov (United States)

    Geffen, Mitzi

    1998-01-01

    Examines the rationale behind using musical drama in English-as-a-Second-Language classes, explaining that it is an enjoyable experience that enriches students' English while they are relaxed, working as a team, and having fun with their imaginations. The article explains the process of putting on a play and evaluates the effect such a project had…

  12. English in Japanese Society: Language within Language.

    Science.gov (United States)

    Honna, Nobuyuki

    1995-01-01

    Examines the growing influx of English loan words in Japanese, describing the structural and semantic changes that English loans go through in their Japanization process and the roles that they are expected to play. The social factors that drive the influx are also examined. (seven references) (MDM)

  13. Fairness in Assessment of English Learners

    Science.gov (United States)

    Abedi, Jamal; Levine, Harold G.

    2013-01-01

    English language learners (ELLs) face a challenging academic future in learning a new language while simultaneously mastering content in the language they may be struggling to learn. Assessment plays an extremely important role in the academic careers of ELL students, perhaps more so than for native speakers of English. Major changes and…

  14. How to Teach Aural English More Effectively

    Science.gov (United States)

    Huang, Huan

    2009-01-01

    As a means of communication, listening plays an important role in people's life. In a foreign language classroom, listening comprehension has never drawn the same attention of educators as it now does. So it is a vital importance to teach aural English more effectively. In view of present situation of aural English teaching and wrong ideas about…

  15. The Effects of Modern Mathematics Computer Games on Mathematics Achievement and Class Motivation

    Science.gov (United States)

    Kebritchi, Mansureh; Hirumi, Atsusi; Bai, Haiyan

    2010-01-01

    This study examined the effects of a computer game on students' mathematics achievement and motivation, and the role of prior mathematics knowledge, computer skill, and English language skill on their achievement and motivation as they played the game. A total of 193 students and 10 teachers participated in this study. The teachers were randomly…

  16. Believe it or not: A case study of the role beliefs play in three middle school teachers' use of computers in teaching science

    Science.gov (United States)

    Feldman, Carmia Suzannah

    In the past twenty years, teacher beliefs have been found to have a strong influence on the way teachers teach in many disciplines, but only recently is research being done in relation to teaching with computers. As computers become more ubiquitous in schools, it is more important than ever to determine how computers are being used in classrooms, how they could better support student learning, and the reasons why they may not be used in ways advocated by research. In this study, I used a conceptual model of the beliefs that have been shown to influence teaching behavior, an in-depth interview technique (Munby Repertory Grid Technique---RGT) to uncover beliefs, and an exemplary case study methodology to highlight the relationship between the beliefs and teaching with computer behaviors of three middle school teachers. The cases were exemplary in that many of the barriers research has shown to hinder teachers' ability to integrate computers in their teaching were minimized. The teachers all taught at the same technology magnet school and had strong administrative and technological support, professional development in the use of computers, and permanent access to student laptop computers equipped with wireless Internet. To get a complete picture of the teachers' belief systems, I used the Munby RGT with each teacher to explore their teaching with computer beliefs, their science teaching beliefs, and their general teaching beliefs. I then collected data on their teaching with computer behavior through classroom observations, lesson plan report forms, teaching behavior logs, and written reflections, among others. I found that the teachers' beliefs did influence their teaching with computer behavior. For example, although all teachers expressed beliefs that could support student-centered and inquiry-based teaching with computers, some of their beliefs, such as teacher-centered behavioral management beliefs, were more dominant and may have kept the teachers from reaching

  17. Shakespeare: English.

    Science.gov (United States)

    Hargraves, Richard

    The Quinmester course "Shakespeare" is designed to bring out behavior patterns in characters revealed through dialogue in the plays of Shakespeare. Selections include sonnets, the romantic comedy "A Midsummer Night's Dream," the history play "Richard II," and the tragedy "Hamlet." The sonnets are analyzed…

  18. CMC and Japanese University Students Studying English

    OpenAIRE

    Claro, Jennifer

    2008-01-01

    Computer-mediated communication (CMC) is becoming common in foreign language classes worldwide. In many countries, Japan included, students study English for years, rarely have the chance to use it. CMC has proven to be a viable and possibly even preferable alternative to face-to-face communication, providing an ideal environment in which English can be used in communicative situations. In addition to begin an environment where using learning, and modifying English takes place. CMC offers man...

  19. Repositioning Recitation Input in College English Teaching

    Science.gov (United States)

    Xu, Qing

    2009-01-01

    This paper tries to discuss how recitation input helps overcome the negative influences on the basis of second language acquisition theory and confirms the important role that recitation input plays in improving college students' oral and written English.

  20. Developing Cultural Awareness in English Writing

    Institute of Scientific and Technical Information of China (English)

    邹强珍

    2014-01-01

    Language and culture have an intimate relationship,and cultural awareness plays an important role in language learning,involving aural comprehension,speaking,reading,writing and translation.This paper mainly discusses cultural awareness in English writing.

  1. Anguished English

    CERN Document Server

    Lederer, Richard

    2006-01-01

    Anguished English is the impossibly funny anthology of accidental assaults upon our common language. From bloopers and blunders to Signs of the Times to Mixed-Up Metaphors . . . from Two-Headed Headlines to Mangling Modifiers . . . it's a collection that will leave you roaring with delight and laughter.Help wanteds:Wanted: Unmarried girls to pick fresh fruit and produce at night.Two-Headed Headlines:Grandmother of eight makes hole in one!Doctor testifies in horse suit.Modern-Day Malapropisms:I suffer from a deviant septum.

  2. Language Training - English Training

    CERN Multimedia

    HR Department

    2009-01-01

    General and Professional English Courses The next session will take place: from 2nd March to end of June 2009 (1/2 weeks break at Easter). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Nathalie Dumeaux, tel. 78144. Oral Expression The next session will take place from 2nd March to end of June 2009 (1/2 weeks break at Easter). This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be an average of 8 participants per class. Speaking activities will include discussions, meeting simulations, role-plays, etc., depending on the needs of the students. Duration: 30 hours Price: 660 CHF (for a minimum of 8 students) Writing Professional Documents in English The next session will take place from 2nd March to end of June 2009 (1/2 weeks break at Easter). This course is designed for people ...

  3. Language Training - English Training

    CERN Multimedia

    HR Department

    2009-01-01

    General and Professional English Courses The next session will take place: from 2nd March to end of June 2009 (1/2 weeks break at Easter). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Nathalie Dumeaux, tel. 78144. Oral Expression The next session will take place from 2nd March to end of June 2009 (1/2 weeks break at Easter). This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be on average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 30 hours Price: 660 CHF (for a minimum of 8 students) Writing Professional Documents in English The next session will take place from 2nd March to end of June 2009 (1/2 weeks break at Easter). This course is designed for people w...

  4. Language Training: English Courses

    CERN Multimedia

    Françoise Benz

    2005-01-01

    General and Professional English Courses The next session will take place from 28 February to 24 June 2005 (2/3 weeks break at Easter). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Mr. Liptow: tel. 72957. Oral Expression The next session will take place from March to June 2005. This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 20 hours Price: 440 CHF (for a minimum of 8 students) Timetable will be fixed after discussion with the students. Writing Professional Documents in English The next session will take place from March to June 2005. T...

  5. Language Training: English

    CERN Document Server

    Françoise Benz

    2005-01-01

    Oral Expression The next session will take place from January to March 2005. This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Timetable: Tuesday 11.30 to 13.30 Duration: 20 hours Price: 440 CHF (for a minimum of 8 students) Writing Professional Documents in English The next session will take place from January to March 2005. This course is designed for people with a good level of spoken English. Duration: 20 hours Price: 440 CHF (for 8 students) Timetable will be fixed after discussion with the students. For registration and further information on these courses, please consult our Web pages: http://cern.ch/Training or contact Mrs. Benz: Tel. 73127. FORMATION EN LANGUES LANGUAGE TRAINING Françoise Benz 73127 langu...

  6. Language Training: English Courses

    CERN Multimedia

    Françoise Benz

    2005-01-01

    General and Professional English Courses The next session will take place from 28 February to 24 June 2005 (2/3 weeks break at Easter). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Mr. Liptow: tel. 72957. Oral Expression The next session will take place from March to June 2005. This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 20 hours Price: 440 CHF (for a minimum of 8 students) Timetable will be fixed after discussion with the students. Writing Professional Documents in English The next session will take place from March to June 2005. Th...

  7. Language Training: English

    CERN Multimedia

    Françoise Benz

    2004-01-01

    Oral Expression The next session will take place from January to March 2005. This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Timetable: Tuesday 11.30 to 13.30 Duration: 20 hours Price: 440 CHF (for a minimum of 8 students) Writing Professional Documents in English The next session will take place from January to March 2005. This course is designed for people with a good level of spoken English. Duration: 20 hours Price: 440 CHF (for 8 students) Timetable will be fixed after discussion with the students. For registration and further information on these courses, please consult our Web pages: http://cern.ch/Training or contact Mrs. Benz: Tel. 73127. FORMATION EN LANGUES LANGUAGE TRAINING Françoise Benz 73127 langua...

  8. An Expedient Study on Back-Propagation (BPN) Neural Networks for Modeling Automated Evaluation of the Answers and Progress of Deaf Students' That Possess Basic Knowledge of the English Language and Computer Skills

    Science.gov (United States)

    Vrettaros, John; Vouros, George; Drigas, Athanasios S.

    This article studies the expediency of using neural networks technology and the development of back-propagation networks (BPN) models for modeling automated evaluation of the answers and progress of deaf students' that possess basic knowledge of the English language and computer skills, within a virtual e-learning environment. The performance of the developed neural models is evaluated with the correlation factor between the neural networks' response values and the real value data as well as the percentage measurement of the error between the neural networks' estimate values and the real value data during its training process and afterwards with unknown data that weren't used in the training process.

  9. English Teaching Profile: Peru.

    Science.gov (United States)

    British Council, London (England). English Language and Literature Div.

    The role and status of English in Peru are examined, with attention directed to: (1) English within the education system; (2) teachers of English; (3) educational administration of English teaching, (4) materials support, development, and planning, (5) English outside the education system; (6) British and American support for the teaching of…

  10. English in Africa

    African Journals Online (AJOL)

    English in Africa was founded in 1974 to provide a forum for the study of African literature and English as a language of Africa. The Editor invites contributions, including unsolicited reviews, on all aspects of English writing and the English language in Africa, including oral traditions. English in Africa is listed in the Journal of ...

  11. A comparative analysis of the sociolinguistic profiles of English in ...

    African Journals Online (AJOL)

    Abstract. This paper compares the historical and sociolinguistic contexts of English in Kenya and Uganda addressing several questions such as: What are the similarities and differences in the sociolinguistic profiles of English in these two East African countries? How do the roles English plays in Kenya compare to its roles ...

  12. Chinese Perceptions of Inner Circle Varieties of English

    Science.gov (United States)

    Evans, Betsy E.

    2010-01-01

    Research from populations around the world on attitudes to varieties of English is essential in order to have a better understanding of how the complexities of globalization play a role in the form of English as a world language. To that end, university students in China were asked to name countries around the world where they believe English is…

  13. Discrimination of English and French Orthographic Patterns by Biliterate Children

    Science.gov (United States)

    Jared, Debra; Cormier, Pierre; Levy, Betty Ann; Wade-Woolley, Lesly

    2013-01-01

    We investigated whether young English-French biliterate children can distinguish between English and French orthographic patterns. Children in French immersion programs were asked to play a dictionary game when they were in Grade 2 and again when they were in Grade 3. They were shown pseudowords that contained either an English spelling pattern or…

  14. Toward a Cosmopolitan Vision of English Education in Singapore

    Science.gov (United States)

    Choo, Suzanne S.

    2014-01-01

    English education has played a vital role in facilitating Singapore's global city ambitions since the country's independence. While the state has prioritized English education's cognitive objective emphasizing information processing and effective communication skills, it has given insufficient attention to the role of English in equipping students…

  15. ALPHABET "Ante Portas": How English Text Invades Japanese Public Space

    Science.gov (United States)

    Backhaus, Peter

    2007-01-01

    This paper examines the prominence of written English on shop signs in Japan. Based on data from a larger empirical study into multilingual signs in Tokyo, the most common ways of using English and the roman alphabet on Japanese shops signs are identified. It is argued that the ambivalent nature of English loan words plays a key role in the ever…

  16. Beyond (F)utilitarianism: English "as" Academic Purpose.

    Science.gov (United States)

    Pennycook, Alastair

    1994-01-01

    A discussion of the teaching of English for academic purposes (EAP) focuses on criticism that the content of such courses is thin and that they are offered as a service to other disciplines. It is proposed that the emphasis of EAP instruction be shifted to the role English plays as a medium for conveying meaning to the ways in which English is…

  17. English, Tracking, and Neoliberalization of Education in South Korea

    Science.gov (United States)

    Byean, Hyera

    2015-01-01

    Drawing upon the experiences and dilemmas of the author, a middle school English teacher in South Korea, this article illuminates the ways in which neoliberal reforms in education intersect with English, and how such links have entailed the class-based polarization of education in Korean society. Given the prominent role that English plays in…

  18. Technology and English Language Teaching (ELT)

    Science.gov (United States)

    Kazzemi, Akram; Narafshan, Mehry Haddad

    2014-01-01

    This paper is a try to investigate the attitudes of English language university teachers in Kerman (Iran) toward computer technology and find the hidden factors that make university teachers avoid using technology in English language teaching. 30 university teachers participated in this study. A questionnaire and semi-structured interview were…

  19. Cultivation and Stimulation of the English Learning Motivation

    Institute of Scientific and Technical Information of China (English)

    马茹

    2014-01-01

    In recent years, more and more researches show that we should pay more attention to students to play a main role in English study, because students who get the final effect on English learning motivation play central role in numerous students' learning affected factors. Therefore, in the education teaching activities, many teachers regard learning motivation of English effect as important aspect and use it in teaching through different ways and methods to cultivate and motivate students to learn English motivation. According to the definition of learning motivation,combined with the modern middle school students’English study, such as, the current situation of teachers' teaching, the actual situation of the relationship between teach-ers and students to talk about encouraging and educating high school students in English learning motivation by means and methods, in order to culti-vate and stimulate students`English learning motivation and improve English teaching level.

  20. Playful Interfaces : Introduction and History

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, A.

    2014-01-01

    In this short survey we have some historical notes about human-computer interface development with an emphasis on interface technology that has allowed us to design playful interactions with applications. The applications do not necessarily have to be entertainment applications. We can have playful

  1. An Evaluation of American English File Series

    Directory of Open Access Journals (Sweden)

    Behnam Ghasemi

    2012-03-01

    Full Text Available Textbooks play a pivotal role in language learning classrooms. The problem is that among a wide range of textbooks in market which is appropriate for a specific classroom and a group of learners. In order to evaluate ELT textbooks theorists and writers have offered different kinds of evaluative frameworks based on a number of principles and criteria. This study evaluates a series of ELT textbook, namely, American English File by the use of Littlejohn’s (1998 evaluative framework to see what explicit features of the book are, what pedagogic values it has, whether it is in line with its claimed objectives, and what its merits and demerits are. Littlejohn believes that we should evaluate a textbook based on its own pedagogic values and we should see what is in it not what teacher and evaluators think must exist in it. Consequently his framework is claimed to be devoid of any impressionistic ideas and it is in-depth and objective rather than being subjective. Nine ELT experts and ten ELT teachers helped the researcher rate the evaluative checklists. The results of the study show that although a number of shortcomings and drawbacks were found in American English File, it stood up reasonably well to a detailed and in-depth analysis and that its pedagogic values and positive attributes far out-weighed its shortcomings. The internal consistency between ratings was computed via the statistical tool of Cronbach’s alpha that indicated a desirable inter-rater reliability.

  2. Intercultural awareness and intercultural communication through English: an investigation of Thai English language users in higher education

    OpenAIRE

    Baker, William

    2009-01-01

    Over the previous few decades there has been an increased emphasis on the cultural aspects of English language teaching. However, in settings where English is used as a global lingua franca the cultural associations of the language are complex and the role culture plays in successful communication has yet to be extensively investigated. To conduct such a study it is necessary to explicate the role and nature of English in global contexts and particularly how English functions as a lingua f...

  3. THE ROLE OF OUT-OF-SCHOOL ENGLISH LITERACY ACTIVITIES IN PROMOTING STUDENTS’ ENGLISH LITERACY

    Directory of Open Access Journals (Sweden)

    LILIES SETIASIH

    2014-01-01

    Full Text Available This paper reports on a case study of the role of out-of-school English literacy activities in promoting students’ English literacy at an elementary school in Bandung. The study is an attempt to respond to controversy among decision makers about the idea of offering English at elementary schools and the reality that at the school where the research was conducted, English is fully used as a means of instruction for English, Mathematics, and Science. Considering that literacy is shaped in socio-cultural contexts, the researcher assumed that the students acquired and developed their English literacy not only at school but also outside of school. Their out-of-school English literacy activities might contribute to their English literacy development. The research aims were to investigate the students’ English literacy level and to identify their out-of-school literacy activities. The theoretical framework covered the cognitive and socio-cultural theories of literacy. The research results were: 1 the majority of the fourth grade students were in early advanced and advanced levels for the aspects of reading and writing proficiency; and 2 their out-of-school English literacy activities played an important role in building their English literacy.

  4. Turning training into play

    DEFF Research Database (Denmark)

    Aarhus, Rikke; Grönvall, Erik; Larsen, Simon Bo

    2011-01-01

    participants generally found physical training both fun and socially engaging, and experienced improved fitness. We also argue that embodied gaming motivates seniors to do more than they think themselves capable of, and allows seniors with different mental and physical capabilities to play together. However......, there are also certain barriers, when seniors interact with the system. Speed and complexity of what is displayed on the screen are examples of barriers that affect the seniors’ satisfactory use of the technology. Based on these findings, we discuss how physical rehabilitation may be facilitated by computer...

  5. COMPUTING

    CERN Multimedia

    M. Kasemann

    Overview In autumn the main focus was to process and handle CRAFT data and to perform the Summer08 MC production. The operational aspects were well covered by regular Computing Shifts, experts on duty and Computing Run Coordination. At the Computing Resource Board (CRB) in October a model to account for service work at Tier 2s was approved. The computing resources for 2009 were reviewed for presentation at the C-RRB. The quarterly resource monitoring is continuing. Facilities/Infrastructure operations Operations during CRAFT data taking ran fine. This proved to be a very valuable experience for T0 workflows and operations. The transfers of custodial data to most T1s went smoothly. A first round of reprocessing started at the Tier-1 centers end of November; it will take about two weeks. The Computing Shifts procedure was tested full scale during this period and proved to be very efficient: 30 Computing Shifts Persons (CSP) and 10 Computing Resources Coordinators (CRC). The shift program for the shut down w...

  6. TEACHING SPEAKING BY ROLE-PLAY ACTIVITY

    Directory of Open Access Journals (Sweden)

    Fadilah Fadilah

    2016-11-01

    Full Text Available The students often find some problems in practising English speaking. The problem frequently found is that their native language causes them difficult to use the foreign language. Other reason is because of motivation lack to practice the second language in daily conversation. They are also too shy and afraid to take part in the conversation. Many factors can cause the problem of the students’ speaking skills namely the students’ interest, the material, and the media among others including the technique in teaching English. There are many ways that can be done by the students to develop their ability in speaking English. The appropriate technique used by the English teacher also supports their interested in practising their speaking. One of the techniques that can be applied is role play.

  7. Japanese Media in English.

    Science.gov (United States)

    Tanaka, Sachiko Oda

    1995-01-01

    Describes the use of English in the media in Japan, focusing on the role and history of English-language newspapers, radio, and television programs, as well as the proliferation of English-language films shown in Japanese cinemas. Discusses the implications of English in the Japanese media. (20 references) (MDM)

  8. Introducing Business English

    NARCIS (Netherlands)

    Nickerson, C.; Planken, B.C.

    2015-01-01

    Introducing Business English provides a comprehensive overview of this topic, situating the concepts of Business English and English for Specific Business Purposes within the wider field of English for Special Purposes. This book draws on contemporary teaching and research contexts to demonstrate

  9. Preposition Accuracy on a Sentence Repetition Task in School Age Spanish-English Bilinguals

    Science.gov (United States)

    Taliancich-Klinger, Casey L.; Bedore, Lisa M.; Pena, Elizabeth D.

    2018-01-01

    Preposition knowledge is important for academic success. The goal of this project was to examine how different variables such as English input and output, Spanish preposition score, mother education level, and age of English exposure (AoEE) may have played a role in children's preposition knowledge in English. 148 Spanish-English children between…

  10. COMPUTING

    CERN Multimedia

    I. Fisk

    2011-01-01

    Introduction CMS distributed computing system performed well during the 2011 start-up. The events in 2011 have more pile-up and are more complex than last year; this results in longer reconstruction times and harder events to simulate. Significant increases in computing capacity were delivered in April for all computing tiers, and the utilisation and load is close to the planning predictions. All computing centre tiers performed their expected functionalities. Heavy-Ion Programme The CMS Heavy-Ion Programme had a very strong showing at the Quark Matter conference. A large number of analyses were shown. The dedicated heavy-ion reconstruction facility at the Vanderbilt Tier-2 is still involved in some commissioning activities, but is available for processing and analysis. Facilities and Infrastructure Operations Facility and Infrastructure operations have been active with operations and several important deployment tasks. Facilities participated in the testing and deployment of WMAgent and WorkQueue+Request...

  11. COMPUTING

    CERN Multimedia

    P. McBride

    The Computing Project is preparing for a busy year where the primary emphasis of the project moves towards steady operations. Following the very successful completion of Computing Software and Analysis challenge, CSA06, last fall, we have reorganized and established four groups in computing area: Commissioning, User Support, Facility/Infrastructure Operations and Data Operations. These groups work closely together with groups from the Offline Project in planning for data processing and operations. Monte Carlo production has continued since CSA06, with about 30M events produced each month to be used for HLT studies and physics validation. Monte Carlo production will continue throughout the year in the preparation of large samples for physics and detector studies ramping to 50 M events/month for CSA07. Commissioning of the full CMS computing system is a major goal for 2007. Site monitoring is an important commissioning component and work is ongoing to devise CMS specific tests to be included in Service Availa...

  12. COMPUTING

    CERN Multimedia

    M. Kasemann

    Overview During the past three months activities were focused on data operations, testing and re-enforcing shift and operational procedures for data production and transfer, MC production and on user support. Planning of the computing resources in view of the new LHC calendar in ongoing. Two new task forces were created for supporting the integration work: Site Commissioning, which develops tools helping distributed sites to monitor job and data workflows, and Analysis Support, collecting the user experience and feedback during analysis activities and developing tools to increase efficiency. The development plan for DMWM for 2009/2011 was developed at the beginning of the year, based on the requirements from the Physics, Computing and Offline groups (see Offline section). The Computing management meeting at FermiLab on February 19th and 20th was an excellent opportunity discussing the impact and for addressing issues and solutions to the main challenges facing CMS computing. The lack of manpower is particul...

  13. Content-Based Instruction Approach In Instructional Multimedia For English Learning

    OpenAIRE

    Farani, Rizki

    2016-01-01

    Content-based Instruction (CBI) is an approach in English learning that integrates certain topic and English learning objectives. This approach focuses on using English competencies as a “bridge” to comprehend certain topic or theme in English. Nowadays, this approach can be used in instructional multimedia to support English learning by using computer. Instructional multimedia with computer system refers to the sequential or simultaneous use of variety of media formats in a given presentatio...

  14. Designing Out the Play: Accessibility and Playfulness in Inclusive Play.

    Science.gov (United States)

    Holt, Raymond; Beckett, Angharad

    2017-01-01

    Play is an important part of child development, yet disabled children are often excluded from the opportunity to play, either due to lack of accessible toys and games, or social pressures. This paper presents a case study reflecting on the development of Button Bash: a switch accessible game intended to encourage inclusive play between disabled and non-disabled children. In particular, the paper focuses on how changes intended to make the game more accessible tended to make it less playful, and reflects on the relationship between playfulness and accessibility.

  15. English and French courses

    CERN Multimedia

    2014-01-01

    If one of your New Year’s resolutions is to learn a language, there is no excuse anymore!   You can attend one of our English or French courses and you can practise the language with a tandem partner! Cours d’anglais général et professionnel La prochaine session se déroulera du 3 mars au 27 juin 2014. Ces cours s’adressent à toute personne travaillant au CERN ainsi qu’à leur conjoint. Pour vous inscrire et voir tout le détail des cours proposés, consultez nos pages web : http://cern.ch/Training. Oral Expression The next session will take place from 3 March to 27 June 2014. This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be an average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Writing Profe...

  16. Language Training: English Training

    CERN Multimedia

    Françoise Benz

    2004-01-01

    General and Professional English Courses The next session will take place from 04 October 2004 to 11 February 2005 (3 weeks break at Christmas). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Mr. Liptow, tel. 72957. Oral Expression This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be approximately 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) For further information, please contact Mr. Liptow, tel. 72957. Date and timetable will be fixed when there are sufficient participants enrolled. FORMATION EN LANGUES LANGUAGE TRAINING Françoise Benz 73127 langua...

  17. Language Training: English

    CERN Multimedia

    Françoise Benz

    2005-01-01

    If you wish to participate in one of the following courses, please discuss with your supervisor and apply electronically directly from the course description pages that can be found on the Web at: http://www.cern.ch/Training/ or fill in an 'application for training' form available from your Divisional Secretariat or from your DTO (Divisional Training Officer). Applications will be accepted in the order of their receipt. Oral Expression The next session will take place from January to March 2005. This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Timetable: Tuesday 11.30 to 13.30 Duration: 20 hours Price: 440 CHF (for a minimum of 8 students) Writing Professional Documents in English The next session will take place from Januar...

  18. Language Training: English Training

    CERN Document Server

    Françoise Benz

    2004-01-01

    General and Professional English Courses The next session will take place from 04 October 2004 to 11 February 2005 (3 weeks break at Christmas). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Mr. Liptow, tel. 72957. Oral Expression This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be approximately 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) For further information, please contact Mr. Liptow, tel. 72957. Date and timetable will be fixed when there are sufficient participants enrolled. FORMATION EN LANGUES LANGUAGE TRAINING Françoise Benz 73127 languag...

  19. As naturalistic as it gets: Subtitles in the English classroom in Norway

    Directory of Open Access Journals (Sweden)

    Mila eVulchanova

    2015-01-01

    Full Text Available This study aimed to investigate both short-term and long-term effects of exposure to original English subtitles in the context of learning English as a second language in Norwegian upper secondary/high schools (Baltova, 1999. The study was initially inspired by Mitterer and McQueen (2009 who showed that original English subtitles improved speech perception, and more generally, processing of less frequent English varieties.We ran a series of tests with two age groups, 16 year old (N = 65 and 17 year old (N=49 students. To establish a baseline, we tested all participants’ proficiency on grammar and vocabulary. In addition participants filled out a questionnaire on their linguistic background with a focus on extra-curricular activities where English might be involved (e.g., watching videos/TV, playing computer games, but also time spent reading/writing English. Both groups of 16 and 17-year-old pupils were divided into three groups each and had to watch an episode of Family Guy, a control group, who watched without subtitles and 2 experimental groups, one watching with original English subtitles, and the other with native Norwegian subtitles. Our hypothesis was that native Norwegian subtitles would aid comprehension in the younger experimental group of participants (16 year olds, whereas, in contrast, the English subtitles would be more beneficial for the older group (17 year olds. We also expected that level of proficiency would modulate this effect. To test this we administered a comprehension test measuring how well the participants understood the story.To check whether exposure to subtitles was beneficial in the long-term (d’Ydewalle and Van de Poel, 1999, we tested the same groups of participants four weeks after the first experiment. We administered a word definition task and a word recall task, both containing words that participants had been exposed to in the Family Guy video.

  20. COMPUTING

    CERN Multimedia

    I. Fisk

    2013-01-01

    Computing activity had ramped down after the completion of the reprocessing of the 2012 data and parked data, but is increasing with new simulation samples for analysis and upgrade studies. Much of the Computing effort is currently involved in activities to improve the computing system in preparation for 2015. Operations Office Since the beginning of 2013, the Computing Operations team successfully re-processed the 2012 data in record time, not only by using opportunistic resources like the San Diego Supercomputer Center which was accessible, to re-process the primary datasets HTMHT and MultiJet in Run2012D much earlier than planned. The Heavy-Ion data-taking period was successfully concluded in February collecting almost 500 T. Figure 3: Number of events per month (data) In LS1, our emphasis is to increase efficiency and flexibility of the infrastructure and operation. Computing Operations is working on separating disk and tape at the Tier-1 sites and the full implementation of the xrootd federation ...

  1. Rhythmic Reading and Role-Playing

    Science.gov (United States)

    Lombarbdo, Mary A.

    2005-01-01

    Children listen, act out and recite nursery rhymes and thus learn about rhyming words, absorb the rhythm of English language, and begin to develop speech sound awareness in an interactive and fun way, which can further enhance reading achievement. Encouraging children to dramatize the rhymes leads to role plays which uses basic vocabulary sight…

  2. Processing of English scientific articles on an IBM 1401 computer for linguistic and statistic purposes; Traitement sur ordinateur IBM 1401 de textes scientifiques anglais en vue d'etudes linguistiques et statistiques

    Energy Technology Data Exchange (ETDEWEB)

    Vandeputte, N.

    1961-07-01

    The author reports how he addressed the processing of a large set of scientific articles written in English and stored on a punched tape. The objective is to build up an alphabetically ordered list of occurrence of a set of pre-defined words, and also to build up statistics on the presence of these words within the concerned set of articles. He presents how data are organised on the storage support, comments how data are read by the tape reading device and thus how records are processed. He indicates which characters are ignored, or converted or detected. He indicates the different processing steps: tape reading, data storage, alphabetic sorting, outputs, calculation of component frequency and frequency sorting. He also discusses how tape punching errors are handled. He proposes a brief quantitative assessment of the article set processing, notably with a reference to computing time.

  3. COMPUTING

    CERN Multimedia

    I. Fisk

    2010-01-01

    Introduction It has been a very active quarter in Computing with interesting progress in all areas. The activity level at the computing facilities, driven by both organised processing from data operations and user analysis, has been steadily increasing. The large-scale production of simulated events that has been progressing throughout the fall is wrapping-up and reprocessing with pile-up will continue. A large reprocessing of all the proton-proton data has just been released and another will follow shortly. The number of analysis jobs by users each day, that was already hitting the computing model expectations at the time of ICHEP, is now 33% higher. We are expecting a busy holiday break to ensure samples are ready in time for the winter conferences. Heavy Ion An activity that is still in progress is computing for the heavy-ion program. The heavy-ion events are collected without zero suppression, so the event size is much large at roughly 11 MB per event of RAW. The central collisions are more complex and...

  4. COMPUTING

    CERN Multimedia

    M. Kasemann P. McBride Edited by M-C. Sawley with contributions from: P. Kreuzer D. Bonacorsi S. Belforte F. Wuerthwein L. Bauerdick K. Lassila-Perini M-C. Sawley

    Introduction More than seventy CMS collaborators attended the Computing and Offline Workshop in San Diego, California, April 20-24th to discuss the state of readiness of software and computing for collisions. Focus and priority were given to preparations for data taking and providing room for ample dialog between groups involved in Commissioning, Data Operations, Analysis and MC Production. Throughout the workshop, aspects of software, operating procedures and issues addressing all parts of the computing model were discussed. Plans for the CMS participation in STEP’09, the combined scale testing for all four experiments due in June 2009, were refined. The article in CMS Times by Frank Wuerthwein gave a good recap of the highly collaborative atmosphere of the workshop. Many thanks to UCSD and to the organizers for taking care of this workshop, which resulted in a long list of action items and was definitely a success. A considerable amount of effort and care is invested in the estimate of the comput...

  5. Computer Games : 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised selected papers

    NARCIS (Netherlands)

    Cazenave, Tristan; Winands, Mark H. M; Edelkamp, Stefan; Schiffel, Stephan; Thielscher, Michael; Togelius, Julian

    2017-01-01

    This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July

  6. Learning, Play, and Your 4- to 7-Month-Old

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your 4- to 7-Month-Old ... for Encouraging Learning Print What Your Baby Is Learning By 4 months old, your baby has learned ...

  7. Learning, Play, and Your 1- to 3-Month-Old

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your 1- to 3-Month-Old ... Baby to Learn Print What Your Baby Is Learning After learning to recognize your voice, your face, ...

  8. Learning, Play, and Your 8- to 12-Month-Old

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your 8- to 12-Month-Old ... these next few months. What Is My Child Learning? Your little one will make great strides in ...

  9. Play Therapy: A Review

    Science.gov (United States)

    Porter, Maggie L.; Hernandez-Reif, Maria; Jessee, Peggy

    2009-01-01

    This article discusses the current issues in play therapy and its implications for play therapists. A brief history of play therapy is provided along with the current play therapy approaches and techniques. This article also touches on current issues or problems that play therapists may face, such as interpreting children's play, implementing…

  10. Transformed Telepresence and Its Association with Learning in Computer-Supported Collaborative Learning: A Case Study in English Learning and Its Evaluation

    Science.gov (United States)

    Ting, Yu-Liang; Tai, Yaming; Chen, Jun-Horng

    2017-01-01

    Telepresence has been playing an important role in a mediated learning environment. However, the current design of telepresence seems to be dominated by the emulation of physical human presence. With reference to social constructivism learning and the recognition of individuals as intelligent entities, this study explored the transformation of…

  11. COMPUTING

    CERN Multimedia

    P. McBride

    It has been a very active year for the computing project with strong contributions from members of the global community. The project has focused on site preparation and Monte Carlo production. The operations group has begun processing data from P5 as part of the global data commissioning. Improvements in transfer rates and site availability have been seen as computing sites across the globe prepare for large scale production and analysis as part of CSA07. Preparations for the upcoming Computing Software and Analysis Challenge CSA07 are progressing. Ian Fisk and Neil Geddes have been appointed as coordinators for the challenge. CSA07 will include production tests of the Tier-0 production system, reprocessing at the Tier-1 sites and Monte Carlo production at the Tier-2 sites. At the same time there will be a large analysis exercise at the Tier-2 centres. Pre-production simulation of the Monte Carlo events for the challenge is beginning. Scale tests of the Tier-0 will begin in mid-July and the challenge it...

  12. COMPUTING

    CERN Multimedia

    M. Kasemann

    Introduction During the past six months, Computing participated in the STEP09 exercise, had a major involvement in the October exercise and has been working with CMS sites on improving open issues relevant for data taking. At the same time operations for MC production, real data reconstruction and re-reconstructions and data transfers at large scales were performed. STEP09 was successfully conducted in June as a joint exercise with ATLAS and the other experiments. It gave good indication about the readiness of the WLCG infrastructure with the two major LHC experiments stressing the reading, writing and processing of physics data. The October Exercise, in contrast, was conducted as an all-CMS exercise, where Physics, Computing and Offline worked on a common plan to exercise all steps to efficiently access and analyze data. As one of the major results, the CMS Tier-2s demonstrated to be fully capable for performing data analysis. In recent weeks, efforts were devoted to CMS Computing readiness. All th...

  13. COMPUTING

    CERN Multimedia

    I. Fisk

    2011-01-01

    Introduction It has been a very active quarter in Computing with interesting progress in all areas. The activity level at the computing facilities, driven by both organised processing from data operations and user analysis, has been steadily increasing. The large-scale production of simulated events that has been progressing throughout the fall is wrapping-up and reprocessing with pile-up will continue. A large reprocessing of all the proton-proton data has just been released and another will follow shortly. The number of analysis jobs by users each day, that was already hitting the computing model expectations at the time of ICHEP, is now 33% higher. We are expecting a busy holiday break to ensure samples are ready in time for the winter conferences. Heavy Ion The Tier 0 infrastructure was able to repack and promptly reconstruct heavy-ion collision data. Two copies were made of the data at CERN using a large CASTOR disk pool, and the core physics sample was replicated ...

  14. COMPUTING

    CERN Multimedia

    I. Fisk

    2012-01-01

    Introduction Computing continued with a high level of activity over the winter in preparation for conferences and the start of the 2012 run. 2012 brings new challenges with a new energy, more complex events, and the need to make the best use of the available time before the Long Shutdown. We expect to be resource constrained on all tiers of the computing system in 2012 and are working to ensure the high-priority goals of CMS are not impacted. Heavy ions After a successful 2011 heavy-ion run, the programme is moving to analysis. During the run, the CAF resources were well used for prompt analysis. Since then in 2012 on average 200 job slots have been used continuously at Vanderbilt for analysis workflows. Operations Office As of 2012, the Computing Project emphasis has moved from commissioning to operation of the various systems. This is reflected in the new organisation structure where the Facilities and Data Operations tasks have been merged into a common Operations Office, which now covers everything ...

  15. COMPUTING

    CERN Multimedia

    M. Kasemann

    CCRC’08 challenges and CSA08 During the February campaign of the Common Computing readiness challenges (CCRC’08), the CMS computing team had achieved very good results. The link between the detector site and the Tier0 was tested by gradually increasing the number of parallel transfer streams well beyond the target. Tests covered the global robustness at the Tier0, processing a massive number of very large files and with a high writing speed to tapes.  Other tests covered the links between the different Tiers of the distributed infrastructure and the pre-staging and reprocessing capacity of the Tier1’s: response time, data transfer rate and success rate for Tape to Buffer staging of files kept exclusively on Tape were measured. In all cases, coordination with the sites was efficient and no serious problem was found. These successful preparations prepared the ground for the second phase of the CCRC’08 campaign, in May. The Computing Software and Analysis challen...

  16. COMPUTING

    CERN Multimedia

    I. Fisk

    2010-01-01

    Introduction The first data taking period of November produced a first scientific paper, and this is a very satisfactory step for Computing. It also gave the invaluable opportunity to learn and debrief from this first, intense period, and make the necessary adaptations. The alarm procedures between different groups (DAQ, Physics, T0 processing, Alignment/calibration, T1 and T2 communications) have been reinforced. A major effort has also been invested into remodeling and optimizing operator tasks in all activities in Computing, in parallel with the recruitment of new Cat A operators. The teams are being completed and by mid year the new tasks will have been assigned. CRB (Computing Resource Board) The Board met twice since last CMS week. In December it reviewed the experience of the November data-taking period and could measure the positive improvements made for the site readiness. It also reviewed the policy under which Tier-2 are associated with Physics Groups. Such associations are decided twice per ye...

  17. COMPUTING

    CERN Multimedia

    M. Kasemann

    Introduction More than seventy CMS collaborators attended the Computing and Offline Workshop in San Diego, California, April 20-24th to discuss the state of readiness of software and computing for collisions. Focus and priority were given to preparations for data taking and providing room for ample dialog between groups involved in Commissioning, Data Operations, Analysis and MC Production. Throughout the workshop, aspects of software, operating procedures and issues addressing all parts of the computing model were discussed. Plans for the CMS participation in STEP’09, the combined scale testing for all four experiments due in June 2009, were refined. The article in CMS Times by Frank Wuerthwein gave a good recap of the highly collaborative atmosphere of the workshop. Many thanks to UCSD and to the organizers for taking care of this workshop, which resulted in a long list of action items and was definitely a success. A considerable amount of effort and care is invested in the estimate of the co...

  18. English title

    Directory of Open Access Journals (Sweden)

    Guillermo Alberto Tricoci

    2015-11-01

    Full Text Available Similarly to what happened with the steam engine, the electricity or the combustion engine, the new general-purpose technologies and ICTs have introduced many fundamental changes to our life and the processes we deal with daily. They have provided many benefits but have also produced unwanted collateral effects that should be considered. The first effect, at the beginning there was a new phenomenon known as the digital divide. Later on the uncertainty around the true scope of computing increased and evidence of a decrease in the capability of creating new jobs and stagnant or falling wages became clearer. All these, amongst other things, are considered part of the ICT revolution. The paradigm of continuous improvement to innovation and productivity begins to show the effects it produces in the disappearance and transformation of business roles. Many activities have disappeared and much of the business processes have received a very high degree of automation. These changes can be seen in the most varied fields.

  19. Learning Arabic through play

    DEFF Research Database (Denmark)

    Papadopoulos, Pantelis M.; Ibrahim, Zeinab; Karatsolis, Andreas

    2015-01-01

    This paper presents the use of educational games in the context of the “Arabiyyatii” research project, a three-year project funded through Qatar National Research Fund. The scope of the project is teaching Modern Standard Arabic (MSA) to kindergarten students (5-6 years old) that are native...... speakers of the Qatari dialect. Part of the new curriculum envisioned in the project includes the use of simple educational games, specifically designed and developed for tabletop surface computers. The paper presents a naturalistic study design, following the activities of 18 students for a period of 9...... weeks in the project. The paper presents three of the most played games by the students, along with analysis on collected data, focusing on students’ performance and attitudes towards the new curriculum. Results analysis provided an encouraging image, suggesting that the conducted activity was able...

  20. Navajo-English Dictionary.

    Science.gov (United States)

    Wall, Leon; Morgan, William

    A brief summary of the sound system of the Navajo language introduces this Navajo-English dictionary. Diacritical markings and an English definition are given for each Navajo word. Words are listed alphabetically by Navajo sound. (VM)

  1. Teachers' Perceptions of the Use of Computer Assisted Language Learning to Develop Children's Reading Skills in English as a Second Language in the United Arab Emirates

    Science.gov (United States)

    Al-Awidi, Hamed Mubarak; Ismail, Sadiq Abdulwahed

    2014-01-01

    This study investigated ESL teachers' perceptions regarding the use of Computer Assisted Language Learning (CALL) in teaching reading to children. A random sample of 145 teachers participated in the study by completing a survey developed by the researchers. To explore the situation in depth, 16 teachers were later interviewed. Results indicated…

  2. COMPUTING

    CERN Multimedia

    2010-01-01

    Introduction Just two months after the “LHC First Physics” event of 30th March, the analysis of the O(200) million 7 TeV collision events in CMS accumulated during the first 60 days is well under way. The consistency of the CMS computing model has been confirmed during these first weeks of data taking. This model is based on a hierarchy of use-cases deployed between the different tiers and, in particular, the distribution of RECO data to T1s, who then serve data on request to T2s, along a topology known as “fat tree”. Indeed, during this period this model was further extended by almost full “mesh” commissioning, meaning that RECO data were shipped to T2s whenever possible, enabling additional physics analyses compared with the “fat tree” model. Computing activities at the CMS Analysis Facility (CAF) have been marked by a good time response for a load almost evenly shared between ALCA (Alignment and Calibration tasks - highest p...

  3. COMPUTING

    CERN Multimedia

    Contributions from I. Fisk

    2012-01-01

    Introduction The start of the 2012 run has been busy for Computing. We have reconstructed, archived, and served a larger sample of new data than in 2011, and we are in the process of producing an even larger new sample of simulations at 8 TeV. The running conditions and system performance are largely what was anticipated in the plan, thanks to the hard work and preparation of many people. Heavy ions Heavy Ions has been actively analysing data and preparing for conferences.  Operations Office Figure 6: Transfers from all sites in the last 90 days For ICHEP and the Upgrade efforts, we needed to produce and process record amounts of MC samples while supporting the very successful data-taking. This was a large burden, especially on the team members. Nevertheless the last three months were very successful and the total output was phenomenal, thanks to our dedicated site admins who keep the sites operational and the computing project members who spend countless hours nursing the...

  4. COMPUTING

    CERN Multimedia

    M. Kasemann

    Introduction A large fraction of the effort was focused during the last period into the preparation and monitoring of the February tests of Common VO Computing Readiness Challenge 08. CCRC08 is being run by the WLCG collaboration in two phases, between the centres and all experiments. The February test is dedicated to functionality tests, while the May challenge will consist of running at all centres and with full workflows. For this first period, a number of functionality checks of the computing power, data repositories and archives as well as network links are planned. This will help assess the reliability of the systems under a variety of loads, and identifying possible bottlenecks. Many tests are scheduled together with other VOs, allowing the full scale stress test. The data rates (writing, accessing and transfer¬ring) are being checked under a variety of loads and operating conditions, as well as the reliability and transfer rates of the links between Tier-0 and Tier-1s. In addition, the capa...

  5. COMPUTING

    CERN Multimedia

    Matthias Kasemann

    Overview The main focus during the summer was to handle data coming from the detector and to perform Monte Carlo production. The lessons learned during the CCRC and CSA08 challenges in May were addressed by dedicated PADA campaigns lead by the Integration team. Big improvements were achieved in the stability and reliability of the CMS Tier1 and Tier2 centres by regular and systematic follow-up of faults and errors with the help of the Savannah bug tracking system. In preparation for data taking the roles of a Computing Run Coordinator and regular computing shifts monitoring the services and infrastructure as well as interfacing to the data operations tasks are being defined. The shift plan until the end of 2008 is being put together. User support worked on documentation and organized several training sessions. The ECoM task force delivered the report on “Use Cases for Start-up of pp Data-Taking” with recommendations and a set of tests to be performed for trigger rates much higher than the ...

  6. COMPUTING

    CERN Multimedia

    P. MacBride

    The Computing Software and Analysis Challenge CSA07 has been the main focus of the Computing Project for the past few months. Activities began over the summer with the preparation of the Monte Carlo data sets for the challenge and tests of the new production system at the Tier-0 at CERN. The pre-challenge Monte Carlo production was done in several steps: physics generation, detector simulation, digitization, conversion to RAW format and the samples were run through the High Level Trigger (HLT). The data was then merged into three "Soups": Chowder (ALPGEN), Stew (Filtered Pythia) and Gumbo (Pythia). The challenge officially started when the first Chowder events were reconstructed on the Tier-0 on October 3rd. The data operations teams were very busy during the the challenge period. The MC production teams continued with signal production and processing while the Tier-0 and Tier-1 teams worked on splitting the Soups into Primary Data Sets (PDS), reconstruction and skimming. The storage sys...

  7. COMPUTING

    CERN Multimedia

    I. Fisk

    2013-01-01

    Computing operation has been lower as the Run 1 samples are completing and smaller samples for upgrades and preparations are ramping up. Much of the computing activity is focusing on preparations for Run 2 and improvements in data access and flexibility of using resources. Operations Office Data processing was slow in the second half of 2013 with only the legacy re-reconstruction pass of 2011 data being processed at the sites.   Figure 1: MC production and processing was more in demand with a peak of over 750 Million GEN-SIM events in a single month.   Figure 2: The transfer system worked reliably and efficiently and transferred on average close to 520 TB per week with peaks at close to 1.2 PB.   Figure 3: The volume of data moved between CMS sites in the last six months   The tape utilisation was a focus for the operation teams with frequent deletion campaigns from deprecated 7 TeV MC GEN-SIM samples to INVALID datasets, which could be cleaned up...

  8. COMPUTING

    CERN Multimedia

    I. Fisk

    2012-01-01

      Introduction Computing activity has been running at a sustained, high rate as we collect data at high luminosity, process simulation, and begin to process the parked data. The system is functional, though a number of improvements are planned during LS1. Many of the changes will impact users, we hope only in positive ways. We are trying to improve the distributed analysis tools as well as the ability to access more data samples more transparently.  Operations Office Figure 2: Number of events per month, for 2012 Since the June CMS Week, Computing Operations teams successfully completed data re-reconstruction passes and finished the CMSSW_53X MC campaign with over three billion events available in AOD format. Recorded data was successfully processed in parallel, exceeding 1.2 billion raw physics events per month for the first time in October 2012 due to the increase in data-parking rate. In parallel, large efforts were dedicated to WMAgent development and integrati...

  9. Design for Play

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    Abstract The purpose of the new Design for Play initiative is to inspire and educate designers to design for the future of play. To create “play ambassadors” equipped with excellent tools, methods, approaches and mind-sets to design for the playful human being in an ever-changing world. To teach...... and inspire children to grow up to be creative designers of their own life and the world around them. The Design for Play research team will study the interplay between people, processes and products in design for play and support the development of playful designers, playful solutions and playful experiences...

  10. English Teaching in Mexico.

    Science.gov (United States)

    Salazar, Denise

    2002-01-01

    Discusses teaching English in Mexico, a country with important social, cultural, and economic ties to the United States. Looks at the various English teaching situations as well as teacher education for teachers in Mexico. Concludes that the English teaching situation in Mexico reflects great diversity and growth, and that the knowledge of English…

  11. English in Fiji.

    Science.gov (United States)

    Siegel, Jeff

    1989-01-01

    Traces the history of English in Fiji, especially in relation to education. The role of English in interethnic communication and as a language of wider communication with the outside world is discussed, and features of Fiji English, a local language variety, are described. (Author/CB)

  12. Sentential Negation in English

    Science.gov (United States)

    Mowarin, Macaulay

    2009-01-01

    This paper undertakes a detailed analysis of sentential negation in the English language with Chomsky's Government-Binding theory of Transformational Grammar as theoretical model. It distinguishes between constituent and sentential negation in English. The essay identifies the exact position of Negation phrase in an English clause structure. It…

  13. Playing with Technology: Is It All Bad?

    Science.gov (United States)

    Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.

    2014-01-01

    Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…

  14. COMPUTING

    CERN Multimedia

    I. Fisk

    2011-01-01

    Introduction The Computing Team successfully completed the storage, initial processing, and distribution for analysis of proton-proton data in 2011. There are still a variety of activities ongoing to support winter conference activities and preparations for 2012. Heavy ions The heavy-ion run for 2011 started in early November and has already demonstrated good machine performance and success of some of the more advanced workflows planned for 2011. Data collection will continue until early December. Facilities and Infrastructure Operations Operational and deployment support for WMAgent and WorkQueue+Request Manager components, routinely used in production by Data Operations, are provided. The GlideInWMS and components installation are now deployed at CERN, which is added to the GlideInWMS factory placed in the US. There has been new operational collaboration between the CERN team and the UCSD GlideIn factory operators, covering each others time zones by monitoring/debugging pilot jobs sent from the facto...

  15. Teacher of primary English

    CERN Multimedia

    2003-01-01

    Part-time teacher of primary English needed for September 2003 to teach English National Curriculum (KS2) and NLS to mother tongue or good second language English-speakers aged 7-10. 4 hours contact time per week, team planning, marking and meetings. Candidates should be English mother tongue qualified teachers, confident, flexible classroom practitioners and team players. For further details and how to apply see http://enpferney.org/staff_vacancies.htm English National Programme, Lycée International, Ferney-Voltaire (http://enpferney.org/)

  16. TEACHER OF ENGLISH NEEDED

    CERN Multimedia

    2002-01-01

    Part-time teacher of primary English needed for September 2002 to teach English National Curriculum (KS2) and NLS to mother tongue or good second language English-speakers aged 7-10. 4 hours contact time per week, team planning, marking and meetings. Candidates should be English mother tongue qualified teachers, confident, flexible classroom practitioners and team players. For further details and how to apply: engnat@hotmail.com or 04 50 40 82 66. Apply as soon as possible, and in any case before 8 July. English National Programme, Lycée International, Ferney-Voltaire.

  17. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    The interest in organizational play is growing, both in popular business discourse and organization studies. As the presumption that play is dysfunctional for organizations is increasingly discarded, the existing positions may be divided into two camps; one proposes ‘serious play’ as an engine fo...... workplaces engage in play: play as a (serious) continuation of work, play as a (critical) intervention into work and play as an (uninvited) usurpation of work....

  18. Writing Professional Documents in English

    CERN Multimedia

    2003-01-01

    This course is designed for people with a good level of spoken English who need to improve their professional writing (administrative, scientific, technical). Duration: 20 hours (2 hours a week) Price: 440 CHF (for 8 students) Date and timetable will be fixed when there are sufficient participants enrolled. Oral Expression This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be approximately 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 20 hours (2 hours a week) Timetable: Thursdays from 12.00 to 14.00 Price: 440 CHF (for 8 students) For registration and further information on these two courses, please contact Mr. Liptow: tel. 72957.

  19. What is English?

    Directory of Open Access Journals (Sweden)

    Ulrikke Rindal

    2014-10-01

    Full Text Available This article considers the developing status of English in Norway, both as a language and as a school subject, making predictions about which ontological and epistemological perspectives will influence English language teaching (ELT in Norway towards 2030. Status quo and predictions for English in Norway is approached from two angles; the development of presiding language beliefs in linguistic science and in ELT practices from the 16th century to the present, and the more recent and rapid development of English as the foremost global language of communication. The article shows how English language beliefs and the status of English are made visible in the national subject curriculum and in the English language practices among Norwegian adolescent learners. The discussion suggests that English is increasingly characterised by those who use it as a second or later language, including Norwegians who negotiate the meanings of English in the ELT classroom. The article predicts that a logical development for Norwegian ELT is increased influence from social constructionist perspectives, in combination with the existing focus on communicative competence. The study shows that global circumstances related to the status of English are reciprocally related to local language beliefs among educational authorities, teachers and students, and that these have major implications for English as a discipline in lower and higher education.

  20. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  1. COMPUTING

    CERN Multimedia

    M. Kasemann

    CMS relies on a well functioning, distributed computing infrastructure. The Site Availability Monitoring (SAM) and the Job Robot submission have been very instrumental for site commissioning in order to increase availability of more sites such that they are available to participate in CSA07 and are ready to be used for analysis. The commissioning process has been further developed, including "lessons learned" documentation via the CMS twiki. Recently the visualization, presentation and summarizing of SAM tests for sites has been redesigned, it is now developed by the central ARDA project of WLCG. Work to test the new gLite Workload Management System was performed; a 4 times increase in throughput with respect to LCG Resource Broker is observed. CMS has designed and launched a new-generation traffic load generator called "LoadTest" to commission and to keep exercised all data transfer routes in the CMS PhE-DEx topology. Since mid-February, a transfer volume of about 12 P...

  2. The Play of Psychotherapy

    Science.gov (United States)

    Marks-Tarlow, Terry

    2012-01-01

    The author reviews the role of play within psychotherapy. She does not discuss the formal play therapy especially popular for young children, nor play from the Jungian perspective that encourages the use of the sand tray with adults. Instead, she focuses on the informal use of play during psychotherapy as it is orchestrated intuitively. Because…

  3. Play Therapy. ERIC Digest.

    Science.gov (United States)

    Landreth, Garry; Bratton, Sue

    Play therapy is based on developmental principles and, thus, provides, through play, developmentally appropriate means of expression and communication for children. Therefore, skill in using play therapy is an essential tool for mental health professionals who work with children. Therapeutic play allows children the opportunity to express…

  4. The role of play

    NARCIS (Netherlands)

    Schouten, B.A.M.

    2011-01-01

    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance

  5. English medium of instruction: A situation analysis | Uys | South ...

    African Journals Online (AJOL)

    The majority of learners in southern Africa receive their education through the medium of a second language, English. Although teachers of English play a crucial role in helping learners to acquire language skills in the medium of instruction, we argue that subject content teachers' lack of attention to the teaching of the four ...

  6. The Comparative Analysis Between English and Chinese Advertising Language

    Institute of Scientific and Technical Information of China (English)

    程子润

    2017-01-01

    With the rapid development of economy, advertisements are seen everywhere. Meanwhile, language plays an important role in strengthening the advertisement's expressive force. Owing to many factors, Chinese and English advertisements have different styles and features. Thus, comparing Chinese and English advertising language is helpful to understand and use them better. This article will focus on the language similarities and differences between them.

  7. Child's Play: Therapist's Narrative

    Science.gov (United States)

    Reddy, Rajakumari P.; Hirisave, Uma

    2014-01-01

    Play has been recognized as an essential component to children's healthy development. Schools of play therapy differ philosophically and technically, but they all embrace the therapeutic and developmental properties of play. This case report is an illustration of how a 6-year-old child with emotional disorder was facilitated to express concerns in child-centered play therapy. The paper discusses the therapist's narration of the child's play. PMID:24860228

  8. English and French courses

    CERN Multimedia

    2014-01-01

    If one of your New Year’s resolutions is to learn a language, there is no excuse anymore!   You can attend one of our English or French courses and you can practise the language with a tandem partner! General and Professional French Courses The next session will take place from 27 January to 4 April 2014. These courses are open to all persons working on the CERN site, and to their spouses. Oral Expression This course is aimed at students with a good knowledge of French who want to enhance their speaking skills. Speaking activities will include discussions, meeting simulations, role-plays etc. The next session will take place from 27 January to 4 April 2014. Writing professional documents in French These courses are designed for non-French speakers with a very good standard of spoken French. The next session will take place from 27 January to 4 April 2014. Cours d’anglais général et professionnel La prochaine session se déroulera du 3 mars a...

  9. Preposition accuracy on a sentence repetition task in school age Spanish–English bilinguals*

    Science.gov (United States)

    TALIANCICH-KLINGER, CASEY L.; BEDORE, LISA M.; PEÑA, ELIZABETH D.

    2018-01-01

    Preposition knowledge is important for academic success. The goal of this project was to examine how different variables such as English input and output, Spanish preposition score, mother education level, and age of English exposure (AoEE) may have played a role in children’s preposition knowledge in English. 148 Spanish–English children between 7;0 and 9;11 produced prepositions in English and Spanish on a sentence repetition task from an experimental version of the Bilingual English Spanish Assessment Middle Extension (Peña, Bedore, Gutierrez-Clellen, Iglesias & Goldstein, in development). English input and output accounted for most of the variance in English preposition score. The importance of language-specific experiences in the development of prepositions is discussed. Competition for selection of appropriate prepositions in English and Spanish is discussed as potentially influencing low overall preposition scores in English and Spanish. PMID:28506324

  10. English language teaching textbooks content, consumption, production

    CERN Document Server

    Harwood, N

    2013-01-01

    English language teaching textbooks (or coursebooks) play a central role in the life of a classroom. This edited volume contains research-informed chapters focusing on: analysis of textbook content; how textbooks are used in the classroom; and textbook writers' accounts of the materials writing, design, and publishing process.

  11. Ambivalence toward Black English: Some Tentative Solutions.

    Science.gov (United States)

    Taylor, Hanni

    1991-01-01

    Describes the writing problems of a poor, black, urban student who wants to succeed in college but doesn't know how. Asserts that language use, particularly the use of Black English, plays a major role in their lack of academic success. Offers drills and strategies to help with this problem. (PRA)

  12. On Stimulating English Learning Motivation of Junior Middle School Students

    Institute of Scientific and Technical Information of China (English)

    朱梦萱

    2016-01-01

    Learning motivation plays an important role in students’ English learning process. This thesis first introduces the definition and classification of motivation and then puts forward some measures and strategies that can foster and motivate junior middle school students’ learning motivation.

  13. Alibis for Adult Play

    Science.gov (United States)

    2017-01-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be “caught” playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman’s theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  14. E-learning Constructive Role Plays for EFL Learners in China's Tertiary Education

    Science.gov (United States)

    Shen, Lin; Suwanthep, Jitpanat

    2011-01-01

    Recently, speaking has played an increasingly important role in second/foreign language settings. However, in many Chinese universities, EFL students rarely communicate in English with other people effectively. The existing behavioristic role plays on New Horizon College English (NHCE) e-learning do not function successfully in supplementing EFL…

  15. Play in Other Languages

    Science.gov (United States)

    Fraser, Susan

    2007-01-01

    How do children from different cultural backgrounds who are learning to speak English respond to the Reggio Emilia approach? This article builds on the author's research into Reggio Emilia and children from diverse cultural backgrounds. She describes the strategies the teachers used to enable the children to express their ideas verbally and…

  16. INTERNATIONAL ENGLISH MANUAL

    Energy Technology Data Exchange (ETDEWEB)

    AMADOR, MABLE; KELLER, YVONNE KELLER

    2002-02-22

    This document presents a set of guidelines for authors who wish to express themselves more clearly to foreign readers, or readers whose first language is not American English. Topics include idioms, technical terms, jargon, word meaning, acronyms, and international conventions of measurement. The guidelines will help writers of technical documents present their ideas more effectively to audiences that may include individuals whose first language is not American English, including audiences with individuals from other English-speaking countries.

  17. General and Professional English Courses

    CERN Multimedia

    HR Department

    2009-01-01

    The next session will take place: From 5th October 2009 to 5th February 2010 (2 weeks break at Christmas). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages or contact Nathalie Dumeaux, tel. 78144. Oral Expression The next session will take place from 5th October 2009 to 5th February 2010 (2 weeks break at Christmas). This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be an average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc., depending on the needs of the students. Writing Professional Documents in English The next session will take place from end of $eptember to end of January 2010 (2 weeks break at Christmas). This course is designed for people with a good level of spoken English who wish to improve their writin...

  18. General and Professional English Courses

    CERN Multimedia

    HR Department

    2009-01-01

    The next session will take place: From 5th October 2009 to 5th February 2010 (2 weeks break at Christmas). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Nathalie Dumeaux, tel. 78144. Oral Expression The next session will take place from 5th October 2009 to 5th February 2010 (2 weeks break at Christmas). This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be on average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Writing Professional Documents in English The next session will take place from end of $eptember to end of January 2010 (2 weeks break at Christmas). This course is designed for people with a good level of spoken English who wish to improve their writing skills. ...

  19. General and Professional English Courses

    CERN Multimedia

    HR Department

    2009-01-01

    The next session will take place: From 5th October 2009 to 5th February 2010 (2 weeks break at Christmas). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Nathalie Dumeaux, tel. 78144. Oral Expression The next session will take place from 5th October 2009 to 5th February 2010 (2 weeks break at Christmas). This course is intended for people with a good knowledge of English who want to enhance their speaking skills. There will be an average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc., depending on the needs of the students. Writing Professional Documents in English The next session will take place from end of $eptember to end of January 2010 (2 weeks break at Christmas). This course is designed for people with a good level of spoken English who wish to improve their writing skills....

  20. Language training: English & French courses

    CERN Multimedia

    Françoise Benz

    2006-01-01

    General and Professional English Courses The next session will take place from end of February to end of June 2006 (break at Easter). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Mr. Liptow: tel. 72957. Oral Expression The next session will take place from beginning of March to May 2006 (break at Easter). This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 20 hours Price: 440 CHF (for a minimum of 8 students) Timetable will be fixed after discussion with the students. Writing Professional Documents in English The next session will take place from Ma...

  1. [Current status of dental English education in China].

    Science.gov (United States)

    Sun, Jian; Zheng, Jia-Wei

    2016-10-01

    The teaching of dental English for undergraduate students plays an important role in dental education. Most dental schools or colleges have set up the course of dental English education in China. However, this course lacks of a unified educational plans, contents and goals based on actual situation of dental students, which does not fully achieve the teaching purpose. This study was aimed to explore the developmental direction of the course of dental English education through comparison among different dental schools or colleges in China, in order to find out the teaching mode of dental English education, and promote the teaching effect and cultivation of international dental talents.

  2. English in the digital age information and communications technology (ICT) and the teaching of English

    CERN Document Server

    Goodwyn, Andrew

    1999-01-01

    New communications technology has been a boon to teaching and learning subjects of English, from reading and writing to literature such as Shakespeare. This book explores the ways that information and communications technology, or ICT, can be employed in teaching English and enriching the abilities of students. What are the advantages of ICT, and what are some of the concerns? Contributors from Europe, Australia, and North America address the use of media in teaching, from video, film, and audiotape to computer games and online resources. English in the Digital Age surveys the ways ICT is pres

  3. Children, Time, and Play

    DEFF Research Database (Denmark)

    Elkind, David; Rinaldi, Carla; Flemmert Jensen, Anne

    Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003.......Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003....

  4. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  5. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  6. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  7. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  8. Thanking Responders in Cameroon English

    Science.gov (United States)

    Ouafeu, Yves Talla Sando

    2009-01-01

    An analysis of authentic or genuine interactions among Cameroon English speakers reveals that conversational routines in this variety of English differ a good deal from those obtained in other varieties of English, non-native varieties of English inclusive, and more specifically in native varieties of English. This paper looks at "thanking…

  9. Teaching English for Specific Purposes

    Directory of Open Access Journals (Sweden)

    Nijolė Netikšienė

    2011-04-01

    Full Text Available Teaching English for Specific Purposes and General English is analysed in the article. The scientific approach of a scientist M. Rosenberg is presented. The experience of teaching English for Specific Purposesat VGTU is alsopresented. The ideas and teaching methods from the classes of general English can be transferred to the classes of English for Specific Purposes.

  10. Shakespeare and other English Renaissance authors as characterized by Information Theory complexity quantifiers

    Science.gov (United States)

    Rosso, Osvaldo A.; Craig, Hugh; Moscato, Pablo

    2009-03-01

    We introduce novel Information Theory quantifiers in a computational linguistic study that involves a large corpus of English Renaissance literature. The 185 texts studied (136 plays and 49 poems in total), with first editions that range from 1580 to 1640, form a representative set of its period. Our data set includes 30 texts unquestionably attributed to Shakespeare; in addition we also included A Lover’s Complaint, a poem which generally appears in Shakespeare collected editions but whose authorship is currently in dispute. Our statistical complexity quantifiers combine the power of Jensen-Shannon’s divergence with the entropy variations as computed from a probability distribution function of the observed word use frequencies. Our results show, among other things, that for a given entropy poems display higher complexity than plays, that Shakespeare’s work falls into two distinct clusters in entropy, and that his work is remarkable for its homogeneity and for its closeness to overall means.

  11. [Play therapy in hospital].

    Science.gov (United States)

    Gold, Katharina; Grothues, Dirk; Leitzmann, Michael; Gruber, Hans; Melter, Michael

    2012-01-01

    The following article presents an overview of current research studies on play therapy in the hospital. It highlights individual diagnoses for which play therapy has shown reasonable success. The aim of this review is to describe the current status of the scientific debate on play therapy for sick children in order to allow conclusions regarding the indications for which play therapy is or might be useful.

  12. The intercultural identities of nonnative English teachers : An overview of research worldwide

    NARCIS (Netherlands)

    Chen, D.; Tigelaar, E.H.; Verloop, N.

    2016-01-01

    Nonnative-English-speaking teachers who teach English as a second or foreign language (ESL/EFL) can play an important role in the promotion of intercultural competence and often have an advantage over native-English-speaking ESL/EFL teachers because they once were language learners and more aware of

  13. The Influence of Chinese Stress on English Pronunciation Teaching and Learning

    Science.gov (United States)

    Bian, Fuying

    2013-01-01

    Stress is one of the key suprasegmentals in English sound system. It plays an important role in intelligibility and comprehensibility. However, stress often poses problems for Chinese EFL Learners. Chinese learners of English often misplace the stress in English words and sentences which subsequently may interrupt the flow of communication and…

  14. The Triumph of the Industrial-Consumer Paradigm and English as the Global Language

    Science.gov (United States)

    Spring, Joel

    2007-01-01

    This article considers the role of English as the global language within the industrial-consumer paradigm. In the 21st century, the English language plays a different function in the global economy than it did during the 19th century when it was used as an instrument of cultural imperialism. Today, English serves as a vehicle for participation in…

  15. The Pedagogy of Play

    Science.gov (United States)

    Giesbrecht, Sheila

    2012-01-01

    Play is important. Environmental educators Sobel and Louv write about the relationship between children and outside play and suggest that early transcendental experiences within nature allow children to develop empathetic orientations towards the natural world. Children who play out-of-doors develop an appreciation for the environment and…

  16. The play grid

    DEFF Research Database (Denmark)

    Fogh, Rune; Johansen, Asger

    2013-01-01

    In this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs. intro...

  17. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  18. AFFECTIVE ASSESSMENT IN ENGLISH LANGUAGE TEACHING

    Directory of Open Access Journals (Sweden)

    Siti Mariam

    2017-04-01

    Full Text Available Affective aspect plays important role in man’s life, mainly in making decision, perception, interaction, communication and intelligence. A second behavior domain is the affective domain. The affective domain involves feelings, attitude, interests, preferences, values, and emotions. Emotional stability, motivation, trustworthiness, self-control, and personality are all examples of affective characteristics. Although affective behaviors are rarely assessed formally in schools and classrooms, teachers constantly assess affective behaviors informally, especially when sizing up students. Teachers need to know who can be trusted to work unsupervised and who cannot, who can maintain self-control when the teacher has to leave the classroom and who cannot, who needs to be encouraged to speak in class and who does not, who is interested in science but not in social studies, and who needs to be prodded to start class work and who does not. Most classroom teachers can describe their students’ affective characteristics based on their informal observations and interactions with the students. Statement of the Problem. a Exploration Phase. (1 Can affective aspects improve students’ achievement of English subject for university students of non-English Departments ? (2 Which affective aspects are potentially be used to improve students’ achievement of English subject for university students of non-English Department ? (3 To what extent is the affective assessment of English subject needed by English teachers of non-English Departments ? b Prototype Development Phase. (4 How should the affective assessment model of English subject for university students of non-English Departments be constructed ? (5 How high is the effectiveness of affective assessment model of English subject for university students of non – English Departments ? c Field Assessment Phase. (6 To what extent can the model of affective assessment draft be used to enhance students

  19. English in Economy World: an Overview of English Learning

    OpenAIRE

    Setyaningsih, Ani; Kurniasih, Siwi Karmadi

    2007-01-01

    English is not a language for the English-speaking countries anymore. English has spread worldwide to the countries in the five continents. One of the reasons is economy. People need to acquire English since it is one way to cope with the communication in economy trend. English is needed to process information, analyze, evaluate, experiment, negotiate and collaborate in economy. The awareness of English importance in the globalization era has made people learn this universal language consciou...

  20. Nineteenth-Century English

    DEFF Research Database (Denmark)

    Fabricius, Anne

    2009-01-01

    The article reviews the book "Nineteenth-Century English: Stability and Change," by Merja Kytö, Mats Rydèn and Erik Smitterberg......The article reviews the book "Nineteenth-Century English: Stability and Change," by Merja Kytö, Mats Rydèn and Erik Smitterberg...

  1. Abbreviations in Maritime English

    Science.gov (United States)

    Yang, Zhirong

    2011-01-01

    Aiming at the phenomena that more and more abbreviations occur in maritime English correspondences, the composing laws of the abbreviations in maritime English correspondence are analyzed, and the correct methods to answer the abbreviations are pointed out, and the translation method of abbreviations are summarized in this article, and the…

  2. Reshaping High School English.

    Science.gov (United States)

    Pirie, Bruce

    This book takes up the question of what shape high school English studies should take in the coming years. It describes an English program that blends philosophical depth with classroom practicality. Drawing examples from commonly taught texts such as "Macbeth,""To Kill a Mockingbird," and "Lord of the Flies," the…

  3. English for Business Communication

    Science.gov (United States)

    Bhatia, Vijay K.; Bremner, Stephen

    2012-01-01

    The concept of Business English has undergone some major shifts in the last few years because of a number of developments, such as advances in genre theory and the coming together of English for Business Purposes and Business Communication, inspired by the realization that there is a gap to be bridged between the academy and the globalized…

  4. English in Myanmar

    Science.gov (United States)

    Fen, Wong Soon

    2005-01-01

    This paper provides an overview of the development of English in Myanmar. It begins by tracing the changing role and status of English and Myanmar from the colonial period, which has had an impact on the current education structure. The paper outlines the structure of the education system and the recent reforms that reflect the rising importance…

  5. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    as pretence, children’s play is understood as an activity involving rules of the social order (roles and positions) as well as identification processes (imagined situations). The theoretical argumentation builds on empirical examples obtained in two different Danish day-care centres. The chapter is informed...... by ethnographic observations and draws on illustrative examples with symbolic group play as well as game-play with rules (soccer) among 5 year old boys. Findings suggest that day-care children’s play, involves negotiation of roles, positioning and identification, and rules – and that these negotiations......This chapter offers support for Vygotsky’s claim that all play involves both an imagined situation as well as rules. Synthesising Schousboe’s comprehensive model of spheres of realities in playing (see Chapter 1, this volume) with Lev Vygotskys insight that all playing involve rules as well...

  6. Productive Language Use with IT'S ENGLISH

    NARCIS (Netherlands)

    Kanselaar, G.; Jaspers, J.G.M.; Kok, W.A.M.

    1993-01-01

    Based on the results of a study in 1989, a new Computer-Assisted Instruction program for foreign language teaching of English has been developed. Main features of this program are the communicative approach, a 70, 000 word dictionary, sound and a syntactic parser.An evaluation study was carried out

  7. TEACHING ENGLISH TO YOUNG LEARNERS THROUGH SONGS

    Directory of Open Access Journals (Sweden)

    Yuliana Yuliana

    2003-01-01

    Full Text Available Teaching English to Young Learners has become a trend nowadays. In every school, English is taught as one of the main subjects. In teaching young learners is not like teaching adults, children have their own way of learning. Since children like to play and have fun, the learning and teaching process should be suited with the nature of the children themselves. One of the forms of fun activities for children is through music, and songs are the common form of music that children know. Through this paper, the writer wants to show that through songs, children could enhance their language skills, such as speaking, listening and writing.

  8. Teaching English to Young Learners Through Songs

    OpenAIRE

    Yuliana, Yuliana

    2003-01-01

    Teaching English to Young Learners has become a trend nowadays. In every school, English is taught as one of the main subjects. In teaching young learners is not like teaching adults, children have their own way of learning. Since children like to play and have fun, the learning and teaching process should be suited with the nature of the children themselves. One of the forms of fun activities for children is through music, and songs are the common form of music that children know. Through th...

  9. Improving English Speaking Fluency: The Role of Six Factors

    Directory of Open Access Journals (Sweden)

    Gholamhossein Shahini

    2017-12-01

    Full Text Available This qualitative study, using an open interview, set out to investigate the roles six factors, including age, university education, teachers of English Language institutes, teaching English, dictionary, and note-taking, played in improving English speaking fluency of seventeen fluent Iranian EFL speakers. The participants were chosen purposefully based on the speaking scale of Common European Framework of Reference for Languages (CEFRL. The findings indicated that early age had a great impact on the participants’ speaking fluency. They mentioned that they could not pick up fluency if they had started learning English at older ages. Moreover, university education had no effect on enhancing their fluency. They stated that not having enough opportunities to speak English in classrooms, being exposed to wrong amounts of input from their classmates or even from some university instructors, having no access to English native speakers in English Language Departments, professors’ talking in native language out of classes, in their offices or even sometimes in classes all led to their losing motivation after entering the university. In contrast, teachers in English language institutes had a supportive role in increasing the participants’ English learning. Although two participants quit teaching English since it had a negative influence on their speaking, it had a positive impact on improving speaking ability of the rest. And finally, fruitful strategies were suggested on how to use dictionaries and note-takings.

  10. Setting Sight on Role Playing: To Accommodate or to Repudiate?

    Directory of Open Access Journals (Sweden)

    Ika Apriani Fata

    2016-11-01

    Full Text Available To set sight on role play by means to look at EFL teacher’s experience and students’ perspectives of role play (RP technique enactment in teaching speaking by using qualitative design. This research was a qualitative study. It was discharged at a Senior high school in Banda Aceh, Indonesia. It provided work for the instrument of observation sheet, field notes and interview guide, and also questionnaire. The methodology designated the combination of four mountainsides to expose in-depth the urgency of role play in which applied since 1936. The result of interview was exposed that the English teacher claimed that role play was a technique applied to promote speaking and it was corroborated by the result of field note. Likewise, regarding students’ perspective depicted that the students indeed agreed on themselves of the usefulness of role play to enhance their speaking skill and motivation. Thus, Students asserted that the learning was more fun and enjoyable through role play itself. It is merely found in this research study that role playing can accommodate students’ need and teacher’s side in English language teaching. Nevertheless, this article applies a small subject as the participant. Therefore, the researchers recommended to have a deep look at reasoning students’ point of view in terms of role play technique implementation in non-English class. And see ascertains how beneficial it is in terms of role play (RP in a large classroom.

  11. Greek-English Word Processing on the Macintosh.

    Science.gov (United States)

    Rusten, Jeffrey

    1986-01-01

    Discusses the complete Greek-English word processing system of the Apple Macintosh computer. Describes the features of its operating system, shows how the Greek fonts look and work, and enumerates both the advantages and drawbacks of the Macintosh. (SED)

  12. FairyPlay

    DEFF Research Database (Denmark)

    Toft, Herdis

    2018-01-01

    in a play culture where children recycle them in transmitted, transformed and transgressive modes. His fairy tales function as raw materials – trash – for play-production, and these contemporary children muddle, mingle, remix their formulas and elements with other materials and adjust them to a play context......Hans Christian Andersen is a cultural icon in the Danish community, and his fairy tales are canonized as treasured Danish cultural heritage. However, situated as they are today in a crosscultural mix between folklore, booklore and medialore, they also may be analysed as useful, treasured trash...... through improvisations. So they perform what we shall name FairyPlay - just like Hans Christian Andersen himself did. We show Hans Christian Andersen as an intimate connoisseur of play culture, a homo ludens, a trash-sculptor and a thing-finder, like Pippi Longstocking and like children in play. Examples...

  13. Why do Dolphins Play?

    Directory of Open Access Journals (Sweden)

    Stan A. Kuczaj

    2014-05-01

    Full Text Available Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play also provides valuable opportunities for them to learn how to think. The ability to create and control play contexts enables dolphins to create novel experiences for themselves and their playmates under relatively safe conditions. The behavioral variability and individual creativity that characterize dolphin play yield ample opportunities for individual cognitive development as well as social learning, and sometimes result in innovations that are reproduced by other members of the group. Although adults sometimes produce innovative play, calves are the primary source of such innovations. Calves are also more likely to imitate novel play behaviors than are adults, and so calves contribute significantly to both the creation and transmission of novel play behaviors within a group. Not unexpectedly, then, the complexity of dolphin play increases with the involvement of peers. As a result, the opportunity to observe and/or interact with other dolphin calves enhances the effects of play on the acquisition and maintenance of flexible problem solving skills, the emergence and strengthening of social and communicative competencies, and the establishment of social relationships. It seems that play may have evolved to help young dolphins learn to adapt to novel situations in both their physical and social worlds, the beneficial result being a set of abilities that increases the likelihood that an individual survives and reproduces.

  14. Work Hard / Play Hard

    OpenAIRE

    Burrows, J.; Johnson, V.; Henckel, D.

    2016-01-01

    Work Hard / Play Hard was a participatory performance/workshop or CPD experience hosted by interdisciplinary arts atelier WeAreCodeX, in association with AntiUniversity.org. As a socially/economically engaged arts practice, Work Hard / Play Hard challenged employees/players to get playful, or go to work. 'The game changes you, you never change the game'. Employee PLAYER A 'The faster the better.' Employer PLAYER B

  15. Free riders play fair

    OpenAIRE

    Takikawa, Hirohide

    2012-01-01

    After the demise of the social contract theory, the argument from fair play, which employs the principle of fair play, has been widely acknowledged as one of the most promising ways of justifying political obligation. First, I articulate the most promising version of the principle of fair play. Then, I show that free riders play fair, that is, that their moral fault lies not in unfairness but in the violation of a rule by appealing to the example of three-in-a-boat. Finally, I conclude that e...

  16. Designing for Immediate Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play...... offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation...... of the game. This paper provides a starting point for designing better immediate play situations....

  17. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2008-01-01

    and the Danish University of Education (among others) have been working with different kind of products, all referred to as PlAYWARE. Playware combines modern technology and knowledge about play culture in order to produce playful experiences for its players. This paper will exemplify how the concept of play can...... from one generation to the next. Because older children are no longer present as younger children grow up, the traditional "cultural leaders" are gone. They have taken with them much of the inspiration for play as well as important knowledge about how to organise a game. In that sense we can say...

  18. English Listeners Use Suprasegmental Cues to Lexical Stress Early during Spoken-Word Recognition

    Science.gov (United States)

    Jesse, Alexandra; Poellmann, Katja; Kong, Ying-Yee

    2017-01-01

    Purpose: We used an eye-tracking technique to investigate whether English listeners use suprasegmental information about lexical stress to speed up the recognition of spoken words in English. Method: In a visual world paradigm, 24 young English listeners followed spoken instructions to choose 1 of 4 printed referents on a computer screen (e.g.,…

  19. Learning English through Automotive Electronics (Project LETAE), Final Evaluation Report, 1992-93. OREA Report.

    Science.gov (United States)

    New York City Board of Education, Brooklyn, NY. Office of Research, Evaluation, and Assessment.

    Learning Through Automotive Electronics (Project LETAE) was a federally funded program serving 77 limited-English-proficient (LEP) students and 5 English-proficient students in an automotive computer electronics course in 1992-93, its third year of operation. The program provided instruction in English-as-a-Second-Language (ESL), native language…

  20. Metacognitive Strategies to Chinese College English Learners: A Real Gold or Only with a Golden Cover

    Science.gov (United States)

    Gao, Li

    2013-01-01

    With the advent of computer-assisted autonomous learning, English listening has become more challenging to Chinese college English learners. Metacognitive strategies, often adopted in process-based approach emphasizes more on the listening process. This paper discusses the feasibility of metacognitive strategies in English listening instruction in…

  1. English for Scientific Purposes (EScP): Technology, Trends, and Future Challenges for Science Education

    Science.gov (United States)

    Liu, Gi-Zen; Chiu, Wan-Yu; Lin, Chih-Chung; Barrett, Neil E.

    2014-01-01

    To date, the concept of English for Specific Purposes has brought about a great impact on English language learning across various disciplines, including those in science education. Hence, this review paper aimed to address current English language learning in the science disciplines through the practice of computer-assisted language learning to…

  2. Iranian EFL Learners' Attitudes toward Learning English through ...

    African Journals Online (AJOL)

    The students learning English as a foreign language sometimes enjoy computer systems in their classes to do some class activities and tasks. The learners' attitudes toward enjoying computer systems can help the teachers to be aware that computers in EFL classrooms are necessary. The aim of the present study is to ...

  3. A preparação de material terminológico em língua inglesa por meio de ferramentas linguístico-computacionais Preparation of terminological material in english by means of computational linguistic tools

    Directory of Open Access Journals (Sweden)

    Eduardo Batista da Silva

    2011-06-01

    Full Text Available O objetivo desse estudo é demonstrar, por meio de análise quantitativa e qualitativa, a eficácia de ferramentas linguístico-computacionais na seleção de terminologia para a produção de material terminológico. Serão apresentadas duas ferramentas linguístico-computacionais (WordSmith Tools e VocabProfile e, também, sugestões para que o ensino de termos ofereça resultados práticos. A fundamentação teórico-metodológica recorreu a Barros (2004; Berber Sardinha (2000; 2005; Biderman (2001; Cabré (2007; Cobb (2007; Nation, (2003 e Sinclair (2004. O corpus da pesquisa foi constituído exclusivamente de material escrito na língua inglesa em diversas áreas de especialidade. Os procedimentos de preparação de material terminológico são exemplificados a partir de uma das áreas de especialidades utilizadas nos corpora de pesquisa, as Redes Neurais Artificiais. Os resultados obtidos indicam que a utilização do Wordsmith Tools juntamente com o VocabProfile pode fornecer dados importantes para a pesquisa linguistica.This paper aims to demonstrate by means of quantitative and qualitative analyses the effectiveness of the linguistic computational tools in selecting terminology for the production of terminological material. Two linguistic computational tools will be introduced (WordSmith Tools e VocabProfile and also suggestions so as the teaching of terms may offer practical results. The theoretical-methodological approach relies on Barros (2004; Berber Sardinha (2000; 2005; Biderman (2001; Cabré (2007; Cobb (2007; Nation (2003 and Sinclair (2004. The research corpus was made solely of written material in English in several specialty languages. The procedures regarding terminological material preparation are exemplified with one of the specialty fields used in the research corpus, the Artificial Neural Networks. The obtained results indicate that the use of Wordsmith Tools in conjunction with VocabProfile might provide useful data for

  4. English Grammar For Dummies

    CERN Document Server

    Ward, Lesley J

    2009-01-01

    If you're confused by commas, perplexed by pronouns, and plain terrified by tenses, English Grammar For Dummies will put your fears to rest. Packed with expert guidance, it covers everything from sentence basics to rules even your English teacher didn't know - if you want to brush up on your grammar, this is the only guide you'll ever need. Discover how to: avoid common grammatical errors; get to grips with apostrophes; structure sentences correctly; use verbs and find the right tense; and decide when to use slang or formal English.  

  5. On Principle of Rewards in English Learning

    Institute of Scientific and Technical Information of China (English)

    熊莉芸

    2004-01-01

    There is no question that learning a foreign language like English is different from learning other subjects, mainly be cause it is new to us Chinese and there is no enough enviroment. But that doesn't mean we have no way to learn it and do it well .If asked to identify the most powerful influences on learning, motivation would probably be high on most teachers' and learners' lists. It seens only sensible to assume that English learning is most likely to occur when the learners want to learn. That is, when motivation such as interest, curiosity, or a desire achieves, the learners would be engaged in learning. However, how do we teachers motivate our students to like learning and learn well? Here, rewards both extrinsic and intrinsic are of great value and play a vital role in English learning.

  6. Teaching English through English: Proficiency, Pedagogy and Performance

    Science.gov (United States)

    Richards, Jack C.

    2017-01-01

    Most of the world's English language teachers speak English as a second or third language rather than as their first language. For many, their level of proficiency in English may not reach benchmarks established by their employers, raising the issue that is the focus of this article, namely, what kind of proficiency in English is necessary to be…

  7. Learner Views on English and English Language Teaching in China

    Science.gov (United States)

    Liu, Na; Lin, Chih-Kai; Wiley, Terrence G.

    2016-01-01

    Since the 1980s, China has represented one of the major growth areas in the world for English language education, and studying English has been a priority among its foreign language educational policies. As English has gained more popularity in China, some have noted the potential value of English as a means to greater educational access and…

  8. HOW TO MOTIVATE NON-ENGLISH MAJORS TO MASTER ENGLISH

    Institute of Scientific and Technical Information of China (English)

    1999-01-01

    This paper analyses the factors causing the lack of learning motivation of non-English majors,re-garded as one of the crucial reasons leading to the inefficiency of college English teaching in Chi-na.It also puts forward corresponding ways to motivate non-English majors to study English.

  9. English Learners: Reaching the Highest Level of English Literacy.

    Science.gov (United States)

    Garcia, Gilbert C., Ed.

    This collection of papers examines the critical literacy development of English learners, focusing on English reading instruction in an immersion setting, English language development, and cultural issues pertaining to English learners in and out of the classroom. The 16 papers include the following: (1) "Reading and the Bilingual Student: Fact…

  10. Constructing English as a Ugandan Language through an English Textbook

    Science.gov (United States)

    Stranger-Johannessen, Espen

    2015-01-01

    English is a national language in Uganda and is widely used in elite areas such as politics and business, but most Ugandans master English to only a limited degree. In this situation, English can be seen as either a foreign language or a second language--influencing how English is taught. One goal of language teaching espoused in this article is…

  11. Playfulness and Openness

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Petersson, Eva

    2011-01-01

    What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children...

  12. Play framework cookbook

    CERN Document Server

    Reelsen, Alexander

    2015-01-01

    This book is aimed at advanced developers who are looking to harness the power of Play 2.x. This book will also be useful for professionals looking to dive deeper into web development. Play 2 .x is an excellent framework to accelerate your learning of advanced topics.

  13. Five recent play dates

    DEFF Research Database (Denmark)

    Abildgaard, Mette Simonsen; Birkbak, Andreas; Jensen, Torben Elgaard

    2017-01-01

    An advantage of the playground metaphor is that it comes with the activity of going out on ‘play dates’ and developing friendships. In such playful relationships, there is always something at stake, but the interaction is also fun and inherently exploratory. In the following, we take a tour of five...

  14. Communication in Symbolic Play.

    Science.gov (United States)

    Umek, Ljubica Marjanovic; Musek, Petra Lesnik; Kranjc, Simona

    2001-01-01

    Analyzed records of Slovene children's speech from a linguistic point of view and established differences in communication patterns with regard to the children's ages and the type of symbolic play. Found a shift in play from make-believe with regard to objects to roleplay related to social context. The older the child, the more language functions…

  15. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  16. Return to Play

    Science.gov (United States)

    Mangan, Marianne

    2013-01-01

    Call it physical activity, call it games, or call it play. Whatever its name, it's a place we all need to return to. In the physical education, recreation, and dance professions, we need to redesign programs to address the need for and want of play that is inherent in all of us.

  17. The Effect of Typographical Features of Subtitles on Nonnative English Viewers’ Retention and Recall of Lyrics in English Music Videos

    Directory of Open Access Journals (Sweden)

    Farshid Tayari Ashtiani

    2017-10-01

    Full Text Available The goal of this study was to test the effect of typographical features of subtitles including size, color and position on nonnative English viewers’ retention and recall of lyrics in music videos. To do so, the researcher played a simple subtitled music video for the participants at the beginning of their classes, and administered a 31-blank cloze test from the lyrics at the end of the classes. In the second test, the control group went through the same procedure but experimental group watched the customized subtitled version of the music video. The results demonstrated no significant difference between the two groups in the first test but in the second, the scores remarkably increased in the experimental group and proved better retention and recall. This study has implications for English language teachers and material developers to benefit customized bimodal subtitles as a mnemonic tool for better comprehension, retention and recall of aural contents in videos via Computer Assisted Language Teaching approach.

  18. Playing the 'Silence' Card

    DEFF Research Database (Denmark)

    Pantelli, Niki; Lee, Joyce y. H.; Bülow, Anne Marie

    2014-01-01

    In this paper, we argue that the international business (IB) literature has given only limited attention to the technologymediated context of language. We find, through a case study of an international inter-organizational partnership where the use of English language was the lingua franca......, that email not only had a dominant role but also created several possibilities for interaction. The findings show the relevance of email affordances to inter-cultural studies. Further, the study makes a contribution by repositioning communication technology within the language stream of IB research....

  19. Introducing English grammar

    CERN Document Server

    Borjars, Kersti

    2013-01-01

    Answering key questions such as 'Why study grammar?' and 'What is standard English?', Introducing English Grammar guides readers through the practical analysis of the syntax of English sentences. With all special terms carefully explained as they are introduced, the book is written for readers with no previous experience of grammatical analysis. It is ideal for all those beginning their study of linguistics, English language or speech pathology, as well as students with primarily literary interests who need to cover the basics of linguistic analysis. The approach taken is in line with current research in grammar, a particular advantage for students who may go on to study syntax in more depth. All the examples and exercises use real language taken from newspaper articles, non-standard dialects and include excerpts from studies of patients with language difficulties. Students are encouraged to think about the terminology as a tool kit for studying language and to test what can and cannot be described using thes...

  20. Coding and English Language Teaching

    Science.gov (United States)

    Stevens, Vance; Verschoor, Jennifer

    2017-01-01

    According to Dudeney, Hockly, and Pegrum (2013) coding is a deeper skill subsumed under the four main digital literacies of language, connections, information, and (re)design. Coders or programmers are people who write the programmes behind everything we see and do on a computer. Most students spend several hours playing online games, but few know…

  1. DEVELOPMENT OF CALL PROGRAM FOR THE INSTRUCTION OF PRACTICAL USAGE OF ENGLISH

    OpenAIRE

    土田, 泰子; TSUCHIDA, Yasuko

    2007-01-01

    This paper focuses on producing presentation with computers as a method of English education. In order to improve students' communication ability in English, it is important to have students use English in various occasion. In modern society, we have to face diverse or complicated media in our daily life, but in school, especially in English classes, students are often forced to cope with static two-dimensional media such as conventional textbooks filled with letters. To defeat this and to im...

  2. English Language Teaching Profile: Sweden.

    Science.gov (United States)

    British Council, London (England). English-Teaching Information Centre.

    This profile in outline form of the English language teaching situation in Sweden discusses the role of English within Swedish society and within the Swedish educational system. The status of English as the principal foreign language since 1945 for use in business, the media and tourism is pointed out. The system of English instruction in the…

  3. My Hesitation to Speak English

    Science.gov (United States)

    Oda, Naruha

    2015-01-01

    Even though English was the author's favorite subject, she was not good at speaking in English, and always tried to avoid it. However, it did not matter because she did not have to speak to demonstrate her English ability. After entering university, her lack of confidence in speaking English became a major issue, and other students face the same…

  4. English made easy

    CERN Document Server

    Crichton, Jonathan

    2013-01-01

    This is a fun and user–friendly way to learn English English Made Easy is a breakthrough in English language learning—imaginatively exploiting how pictures and text can work together to create understanding and help learners learn more productively. It gives learners easy access to the vocabulary, grammar and functions of English as it is actually used in a comprehensive range of social situations. Self–guided students and classroom learners alike will be delighted by the way they are helped to progress easily from one unit to the next, using a combination of pictures and text to discover for themselves how English works. The pictorial method used in this book is based on a thorough understanding of language structure and how language is successfully learned.English Made Easy, Volume 1 consists of a total of 20 units arranged in groups of five. The first four units presents language and provide learners the opportunities to practice as they learn. The first page of each unit has a list of all the word...

  5. English made easy

    CERN Document Server

    Crichton, Jonathan

    2013-01-01

    This is a fun and user–friendly way to learn EnglishEnglish Made Easy is a breakthrough in English language learning—imaginatively exploiting how pictures and text can work together to create understanding and help learners learn more productively. It gives learners easy access to the vocabulary, grammar and functions of English as it is actually used in a comprehensive range of social situations. Self–guided students and classroom learners alike will be delighted by the way they are helped to progress easily from one unit to the next, using a combination of pictures and text to discover for themselves how English works. The pictorial method used in this book is based on a thorough understanding of language structure and how language is successfully learned.English Made Easy, Volume 2 consists of a total of 20 units arranged in groups of five. The first four units presents language and provide learners the opportunities to practice as they learn. The first page of each unit has a list of all the words...

  6. Playful Collaboration (Or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international...... and interdisciplinary Innovation and Business master's program in Denmark. We identify several important themes related to the process of learning through playing and the social dynamics of open collaborative innovation, while we also highlight possible caveats of “playing” and practicing open innovation. Our findings...

  7. Improving English Pronunciation: An Automated Instructional Approach

    Directory of Open Access Journals (Sweden)

    Sugata Mitra

    2003-01-01

    Full Text Available This paper describes an experiment in which groups of children attempted to improve their English pronunciation using an English-language learning software, some English films, and a speech-to-text software engine. The experiment was designed to examine two hypotheses. The first is that speech-to-text software, trained in an appropriate voice, can act as an evaluator of accent and clarity of speech as well as help learners acquire a standard way of speaking. The second is that groups of children can operate a computer and improve their pronunciation and clarity of speech, on their own, with no intervention from teachers. The results of the experiment are positive and point to a possible new pedagogy.

  8. Does CMC Promote Language Play? Exploring Humor in Two Modalities

    Science.gov (United States)

    Vandergriff, Ilona; Fuchs, Carolin

    2009-01-01

    In view of the growing body of research on humor and language play in computer-mediated communication (CMC) which--more than any other medium--has been associated with goofing off, joking, and other nonserious communication, this paper compares spontaneous foreign language play (L2 play) in text-only synchronous computer-mediated versus…

  9. Play vs. Procedures

    DEFF Research Database (Denmark)

    Hammar, Emil

    Through the theories of play by Gadamer (2004) and Henricks (2006), I will show how the relationship between play and game can be understood as dialectic and disruptive, thus challenging understandings of how the procedures of games determine player activity and vice versa. As such, I posit some...... analytical consequences for understandings of digital games as procedurally fixed (Boghost, 2006; Flannagan, 2009; Bathwaite & Sharp, 2010). That is, if digital games are argued to be procedurally fixed and if play is an appropriative and dialectic activity, then it could be argued that the latter affects...... and alters the former, and vice versa. Consequently, if the appointed procedures of a game are no longer fixed and rigid in their conveyance of meaning, qua the appropriative and dissolving nature of play, then understandings of games as conveying a fixed meaning through their procedures are inadequate...

  10. Can play be defined?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Can play be defined? There is reason to raise critical questions about the established academic demand that at phenomenon – also in humanist studies – should first of all be defined, i.e. de-lineated and by neat lines limited to a “little box” that can be handled. The following chapter develops....... Human beings can very well understand play – or whatever phenomenon in human life – without defining it....

  11. Hong Kong English: phonological features

    OpenAIRE

    Irina-Ana Drobot

    2008-01-01

    The aim of the paper is to present phonological features of Hong Kong English, which is a variety of New English. I examine features of the sound system (vowel and consonantal systems), characteristics of stress, rhythm, intonation, and phonological processes of the English spoken by Hongkongers. The way in which the accent and characteristics of the Hong Kong variety of English differs from standard, RP English is pointed out. Influences of Chinese and Cantonese on the phonological features ...

  12. General and Professional English Courses

    CERN Document Server

    2007-01-01

    The next session will take place: from beginning of October 2007 to beginning of February 2008 (3 weeks break at Christmas). These courses are open to all persons working on the CERN site and to their spouses. For registration and further information on the courses, please consult our Web pages, or contact Tessa Osborne, tel.72957. Oral Expression The next session will take place from beginning of October 2007 to beginning of February 2008 (3 weeks break at Christmas). This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc., depending on the needs of the students. Duration: 30 hours (2 hours a week) Price: 660 CHF (for a minimum of 8 students). Writing Professional Documents in English The next session will take place from beginning of Oc...

  13. General and Professional English Courses

    CERN Multimedia

    2008-01-01

    The next session will take place: from 25 February or 3 March to the end of June 2008 (1/2 weeks break at Easter). These courses are open to all persons working on the CERN site and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Nathalie Dumeaux, Tel. 78144. Oral Expression The next session will take place from 25 February or 3 March to the end of June 2008 (1/2 weeks break at Easter). This course is intended for people with a good knowledge of English who want to practise and maintain their oral skills and improve their vocabulary. There will be an average of 8 participants per class. Speaking activities will include discussions, meeting simulations, role-plays etc., depending on the needs of the students. Duration: 30 hours. Price: 660 CHF (for a minimum of 8 students). Writing Professional Documents in English The next session will take place from 25 February or 3 March to end of June 2008 (1/2 weeks break...

  14. General and Professional English Courses

    CERN Multimedia

    2008-01-01

    The next session will take place: from 25 February or 3 March to end of June 2008 (1/2 weeks break at Easter). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Nathalie Dumeaux, tel. 78144. Oral Expression The next session will take place from 25 February or 3 March to end of June 2008 (1/2 weeks break at Easter). This course is intended for people with a good knowledge of English who want to practise and maintain their speaking their oral skills while extending their vocabulary. There will be on average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 30 hours. Price: 660 CHF (for a minimum of 8 students). Writing Professional Documents in English The next session will take place from 25 February or ...

  15. General and Professional English Courses

    CERN Multimedia

    2008-01-01

    The next session will take place: from 25 February or 3 March to end of June 2008 (1/2 weeks break at Easter). These courses are open to all persons working on the CERN site, and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Nathalie Dumeaux, tel. 78144. Oral Expression The next session will take place from 25 February or 3 March to end of June 2008 (1/2 weeks break at Easter). This course is intended for people with a good knowledge of English who want to practise and maintain their speaking. skills while extending their vocabulary. There will be on average of 8 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc. depending on the needs of the students. Duration: 30 hours. Price: 660 CHF (for a minimum of 8 students). Writing Professional Documents in English The next session will take place from 25 February or 3 Marc...

  16. General and Professional English Courses

    CERN Multimedia

    2007-01-01

    The next session will take place: from the beginning of October 2007 to the beginning of February 2008 (3 weeks break at Christmas). These courses are open to all persons working on the CERN site and to their spouses. For registration and further information on the courses, please consult our Web pages: http://cern.ch/Training or contact Tessa Osborne, tel.72957. Oral Expression The next session will take place from the beginning of October 2007 to the beginning of February 2008 (3 weeks break at Christmas). This course is intended for people with a good knowledge of English who want to practise and maintain their speaking skills while extending their vocabulary. There will be a maximum of 10 participants in a class. Speaking activities will include discussions, meeting simulations, role-plays etc., depending on the needs of the students. Duration: 30 hours (2 hours a week) Price: 660 CHF (for a minimum of 8 students). Writing Professional Documents in English The next ses...

  17. Application of Motivation in English Teaching

    Institute of Scientific and Technical Information of China (English)

    朱瀚

    2006-01-01

    Teacher's words are not only a tool in teaching, but also an important resource of the language input for student at the same time.So it plays a very important role in the whole process of the teaching organization.The quantity and quality of teacher's words would directly affect the course.Moreover, motivation can usually bring much advantage to teaching.This thesis introduces the application of motivation in English teaching.

  18. Jakob Kelemina on Shakespeare's plays

    Directory of Open Access Journals (Sweden)

    Mirko Jurak

    2007-12-01

    Full Text Available Among Slovene scholars in English and German studies Jakob Kelemina (19 July 1882- 14 May 1957 has a very important  place. Janez Stanonik justly places him among the founding fathers of the University of Ljubljana (Stanonik 1966: 332. From 1920 Kelemina was professor of Germanic philology and between 1920 and 1957 he was also the Chair of the Deparment ofGermanic Languages and Literatures at the Faculty of Arts of this university. The major part of Kelemina's research was devoted to German and Austrian literatures,  German  philology, German-Slovene cultural relations, and literary theory; his work in these fields has already been discussed  by severa! Slovene scholars. However, in the first two decades of the twentieth century Kelemina also wrote severa! book reviews of Slovene and Croatian translations of Shakespeare's plays as well as three introductory essays to Slovene translations  of Shakespeare's plays. They are considered  as the first serious studies on Shakespeare in Slovenia (Moravec 1974: 437, and have not been analysed yet. Therefore this topic presents the core of my study, together with an evaluation  of Kelemina's contribution  to Slovene translations  of Shakespeare's plays done by Oton Župančič (1878-1949 during the first half of the twentieth century. Župančič's translations  became the criterion  for all further translations  of Shakespeare's dramatic works in Slovene. Župančič is stili one of our most important  poets and translators of this time and Kelemina's advice and criticism undoubtedly  also helped him to achieve such a high standard in his translations. In the central part of my study I also include some new material (e.g. Kelernina's letters, which is relevant for our understanding  of his co-operation with Oton Župančič  and other Slovene authors and critics. In order to put Kelemina's work into a historical perspective I present at the beginning of my study a brief survey of the

  19. Pronunciation for English as an international language from research to practice

    CERN Document Server

    Low, Ee-Ling

    2014-01-01

    Pronunciation plays a crucial role in learning English as an international language, yet often remains marginalised by educators due to a lack of required phonetic and phonological knowledge. Pronunciation for English as an International Language bridges the gap between phonetics, phonology and pronunciation and provides the reader with a research based guide on how best to teach the English language. The book follows an easy to follow format which ensures the reader will have a comprehensive grasp of each given topic by the end of the chapter. Key ideas explored include: Articulation of English speech sounds and basic transcription Connected speech processes Current issues in English language pronunciation teaching Multimedia in English language pronunciation practice Using speech analysis to investigate pronunciation features Using the latest research, Pronunciation for English as an International Language will facilitate effective teaching and learning for any individual involved in teaching English a...

  20. THE IMPORTANCE OF TEACHING ENGLISH IN THE FIELD OF TOURISM IN UNIVERSITIES

    Directory of Open Access Journals (Sweden)

    Minodora Otilia Simion

    2012-06-01

    Full Text Available As English is considered the lingua franca of the twenty-first century, everyone needs to have a good command of English today and the importance of teaching English for professional uses and particularly in the field of tourism is undeniable. English proficiency is required in all professional areas but it becomes essential in the tourist industry because of its specific characteristics.. English Language has played an important role in the development of tourism and in this field, English is used widely for travel as well as in client contact and is of outmost interest at the tertiary level. But its interest should not be restricted to tourism students: English for tourism is one of the most attractive areas of English for Specific Purposes(ESP because, after all, all of us are tourists on various occasions nowadays.

  1. School of Juridical English

    Directory of Open Access Journals (Sweden)

    I. G. Fedotova

    2014-01-01

    Full Text Available The Department of English Language № 8 works with students of the Faculty of International Law. The unique school of teaching legal aspects of the English language is one of the most significant achievements of the department. Associate Professor V.F. Nazarov was one of professionals, was at the origin of this school. In 1992 the textbook "The course of the legal interpretation of Anglo-American Commercial Law" was published, which was the result of work of group of specialists in legal translation since early 1970s. The book laid foundation for the further development of the school of teaching legal aspects of the English language. After1990stheteaching of the legal aspects of English language was brought to the next level, marked of the by the creation of the educational complex "Legal concepts and categories in the English language" by I.G. Fedotova and G.P. Tolstopyatenko, based on the new competence-based concept of educating professional international lawyers.

  2. On English Locative Subjects

    Directory of Open Access Journals (Sweden)

    Gabriela Brůhová

    2017-07-01

    Full Text Available The paper analyses English sentences with thematic locative subjects. These subjects were detected as translation counterparts of Czech sentenceinitial locative adverbials realized by prepositional phrases with the prepositions do (into, na (on, v/ve (in, z/ze (from complemented by a noun. In the corresponding English structure, the initial scene-setting adverbial is reflected in the thematic subject, which results in the locative semantics of the subject. The sentences are analysed from syntactic, semantic and FSP aspects. From the syntactic point of view, we found five syntactic patterns of the English sentences with a locative subject (SV, SVA, SVO, SVpassA and SVCs that correspond to Czech sentences with initial locative adverbials. On the FSP level the paper studies the potential of the sentences to implement the Presentation or Quality Scale. Since it is the “semantic content of the verb that actuates the presentation semantics of the sentence” (Duškova, 2015a: 260, major attention is paid to the syntactic-semantic structure of the verb. The analysis of the semantics of the English sentences results in the identification of two semantic classes of verbs which co-occur with the English locative subject.

  3. NEGATION AFFIXES IN ENGLISH

    Directory of Open Access Journals (Sweden)

    Dedy Subandowo -

    2017-02-01

    Full Text Available Abstract: This research entitled "Negation Affixes in English". This study is aimed to describe the various negation affixes in English, morphological process, morphophonemic and meaning. The research data were taken from various sources of English grammar book, morphology, research journal and the book which relatees to the research. English grammar books used in this study are written by Otto Jesperson, Marcella Frank, Greenbaum and Geoffrey Leech.  The method used in this research is the descriptive-qualitative method. While the data collection techniques are performed by using jot-down method. And the results of analysis are presented in tabular form and descriptive method. The result of the research shows that English has six types of negative affixes which are categorized by the intensity of its appearance, such as dis-, in-, non-, un-, anti- and -less. Based on the function, negation affixes are divided into several categories such as adjectives, nouns, verbs, and adverbs. The morphophonemic affix in- has four allomorphs, they are in-, im-, il- and ir- . While the analysis revealed that negation affixes have some basic meanings, such as ‘not’, ‘without’, and ‘anti’.

  4. Computing in high energy physics

    Energy Technology Data Exchange (ETDEWEB)

    Watase, Yoshiyuki

    1991-09-15

    The increasingly important role played by computing and computers in high energy physics is displayed in the 'Computing in High Energy Physics' series of conferences, bringing together experts in different aspects of computing - physicists, computer scientists, and vendors.

  5. Video Game Play in British and Japanese Adolescents

    Science.gov (United States)

    Colwell, John; Kato, Makiko

    2005-01-01

    Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…

  6. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  7. To play is necessary

    Directory of Open Access Journals (Sweden)

    Angela Vargas

    2008-05-01

    Full Text Available This work tries to contemplate on playing, leaving of the observations on the children's games accomplished during the apprenticeship and the articulation of those with some theoretical ones that have been dedicating if to the study of the game, of the childhood and of the Infantile Education. It was possible, through the apprenticeship registrations and of the observations to live many moments in that the two groups, 3A and 3B, they played incorporating objects and creating characters in your games. He/she gave way, we sought focar the game of the do-of-bill, contemplating on your importance for the children in the first childhood, and that possibilities she brings us in the amplification of the infantile experiences. Another important aspect in this article is to contemplate on the teacher's practice in the Infantile Education, and, through our observations on playing of the children noticed the teachers' involvement in the children's games.

  8. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    on their needs and desires. This paper presents results from SoundScapes body of research which is utilising technology in assistive (re)habilitation from Virtual Interactive Space (VIS); furthermore the paper describes what emerges in play scenarios that utilise enabling technology. The involved study exhibits...... implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...

  9. English Book Club

    CERN Multimedia

    English Book Club

    2012-01-01

    The CERN English Book Club will hold its 2012 AGM at 17h30 on Monday 5th March in the club rooms (club barrack 564). Club members are invited to attend. Any members wishing to add points on to the agenda should contact one of the committee before February 27th. The English Book Club has a collection of over 4500 English language books, mostly general fiction with a sprinkling of nonfiction and children’s books. New books are purchased regularly and the books are shelved in our club room which is accessible to members at all times. Membership is open to all (staff and external) and there is a special tariff for short term students. See the club’s website at http://cern.ch/englishbookclub for more details.

  10. English Book Club

    CERN Document Server

    CERN English Book Club

    2010-01-01

    AGM  --  AGM  -- 2010 --  AGM  --  AGM The CERN ENGLISH BOOK CLUB will hold its 2010 AGM at 18h00 on Monday November 22nd in the club rooms (club barrack 564). Club members are invited to attend. Any members wishing to add points on to the agenda should contact one of the committee before November 12th. AGM  --  AGM  -- 2010 --  AGM  --  AGM The English Book Club has a collection of over 4500 English language books, mostly general fiction with a sprinkling of nonfiction and children’s books. New books are purchased regularly and the books are shelved in our club room which is accessible to members at all times. Membership is open to all (staff and external) and there is a special tariff for short term students. See the club’s website at http://cern.ch/englishbookclub for more details.  

  11. The Importance of SES, Home and School Language and Literacy Practices, and Oral Vocabulary in Bilingual Children's English Reading Development

    Science.gov (United States)

    Howard, Elizabeth R.; Páez, Mariela M.; August, Diane L.; Barr, Christopher D.; Kenyon, Dorry; Malabonga, Valerie

    2014-01-01

    This study explores the role that socioeconomic status (SES), home and school language and literacy practices, and oral vocabulary play in the development of English reading skills in Latino English language learners (ELLs) and how these factors contribute differentially to English reading outcomes for children of different ages and in different…

  12. Hong Kong English: phonological features

    Directory of Open Access Journals (Sweden)

    Irina-Ana Drobot

    2008-01-01

    Full Text Available The aim of the paper is to present phonological features of Hong Kong English, which is a variety of New English. I examine features of the sound system (vowel and consonantal systems, characteristics of stress, rhythm, intonation, and phonological processes of the English spoken by Hongkongers. The way in which the accent and characteristics of the Hong Kong variety of English differs from standard, RP English is pointed out. Influences of Chinese and Cantonese on the phonological features of Hong Kong English are noticeable

  13. Higher English for CFE

    CERN Document Server

    Bridges, Ann; Mitchell, John

    2015-01-01

    A brand new edition of the former Higher English: Close Reading , completely revised and updated for the new Higher element (Reading for Understanding, Analysis and Evaluation) - worth 30% of marks in the final exam!. We are working with SQA to secure endorsement for this title. Written by two highly experienced authors this book shows you how to practice for the Reading for Understanding, Analysis and Evaluation section of the new Higher English exam. This book introduces the terms and concepts that lie behind success and offers guidance on the interpretation of questions and targeting answer

  14. English-Only Europe?

    DEFF Research Database (Denmark)

    Phillipson, Robert

    and international relations. In this book, Robert Phillipson considers whether the contemporary expansion of English represents a serious threat to other European languages. After exploring the implications of current policies, Phillipson argues the case for more active language policies to safeguard a multilingual......English-Only Europe? explores the role of languages in the process of European integration. Languages are central to the development of an integrated Europe. The way in which the European Union deals with multilingualism has serious implications for both individual member countries...

  15. Gimson's pronunciation of English

    CERN Document Server

    Cruttenden, Alan

    2014-01-01

    Since its first publication in 1962, Gimson's Pronunciation of English has been the essential reference book for anyone studying or teaching the pronunciation of English.This eighth edition has been updated to describe General British (GB) as the principal accent, rather than RP, and the accompanying transcriptions have been brought into line with recent changes in pronunciation. This latest edition also includes completely rewritten chapters on the history of the language and the emergence of a standard, alongside a justification for the change from RP to GB.

  16. Telephoning in English

    CERN Document Server

    Naterop, B Jean

    1994-01-01

    Many people have to use English on the telephone in the course of their work, either at the level of taking a simple message or involving more complex tasks such as requesting information. Telephoning in English provides an up-to-date and relevant context in which students from lower-intermediate level upwards can develop practical telephone skills. The course principally develops spoken interactive skills, but also includes reading material on telephone systems and techniques. As the material is not restricted to particular job functions, it is suitable for students in a wide range of business and administration fields.

  17. Play and Power

    DEFF Research Database (Denmark)

    The power of play, so central to psychoanalytic theory and practice, is conjoined to the social psychological or socio-politically coloured concept of power, giving rise to many fruitful discussions of how these concepts manifest themselves in clinical work with children, groups and adults...

  18. Play's Importance in School

    Science.gov (United States)

    Sandberg, Anette; Heden, Rebecca

    2011-01-01

    The purpose of this study is to contribute knowledge on and gain an understanding of elementary school teachers' perspectives on the function of play in children's learning processes. The study is qualitative with a hermeneutical approach and has George Herbert Mead as a theoretical frame of reference. Interviews have been carried out with seven…

  19. Play framework essentials

    CERN Document Server

    Richard-Foy, Julien

    2014-01-01

    This book targets Java and Scala developers who already have some experience in web development and who want to master Play framework quickly and efficiently. This book assumes you have a good level of knowledge and understanding of efficient Java and Scala code.

  20. Efficacy of play therapy

    African Journals Online (AJOL)

    User

    Life-skills of Children Under Difficult Circumstances: The. Case of Two ... Goodman's Strengths and Difficulties Questionnaire-a standardized instrument) were obtained from 17 ... From a developmental point of view, play ... preventing mild problems becoming worse, .... records) and a socially withdrawn child-for example ...

  1. The Activity of Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin

    This paper presents Activity Theory as a framework for understanding the action of playing games with the intention of building a foundation for the creation of new game design tools and methods. Activity Theory, an epistemological framework rooted in Soviet psychology of the first half of the 20...

  2. stage/page/play

    DEFF Research Database (Denmark)

    context. Contributors: Per Brask, Dario Fo, Jette Barnholdt Hansen, Pil Hansen, Sven Åke Heed, Ulla Kallenbach, Sofie Kluge, Annelis Kuhlmann, Kela Kvam, Anna Lawaetz, Bent Flemming Nielsen, Franco Perrelli, Magnus Tessing Schneider, Antonio Scuderi. stage/page/play is published as a festschrift...

  3. Would There Be One Standard English as the Global Language?

    Directory of Open Access Journals (Sweden)

    Ienneke Indra Dewi

    2010-04-01

    Full Text Available Article intends to investigate whether there is the possibility of having English as a global language used all over the world with one variety only. One variety of English will reduce the miscommunication among people speaking English. The research was conducted by library research by looking at the requirements of a global language, its spread in the world, and the related problems. The results show that English has fulfilled the requirements of a global language looking from its history and the spread of its speakers. However, it has a lot of varieties in either English speaking countries or in the developing countries where English functions as a second and foreign language. The varieties are found not only in the pronunciation, but in the vocabulary and grammar as well. Usually the native languages play an important role in these varieties. All these facts indicate that English might become a global language. However, having one variety of English still needs a long time to go.

  4. Prospective Freshman English Teachers’ Knowledge of the English Sound System

    OpenAIRE

    TEZEL, Kadir Vefa

    2016-01-01

    Foreign language teachers use the spoken form of the target language when they teach. One of their professional responsibilities while teaching is to form a good model of pronunciation for their students. In Turkey, English is the primary foreign language taught in all educational institutions. Prospective English teachers in the English Teacher Education departments in Faculties of Education are the products of that system, and they come to their universities having been taught English for y...

  5. Teaching English to Engineers: Between English Language Teaching and Psychology

    OpenAIRE

    Irina-Ana Drobot

    2016-01-01

    Teaching English to Engineers is part of English for Specific Purposes, a domain which is under the attention of English students especially under the current conditions of finding jobs and establishing partnerships outside Romania. The paper will analyse the existing textbooks together with the teaching strategies they adopt. Teaching English to Engineering students can intersect with domains such as psychology and cultural studies in order to teach them efficiently. Textbooks for students o...

  6. Practices That Promote English Reading for English Learners (Els)

    Science.gov (United States)

    Martínez, Rebecca S.; Harris, Bryn; McClain, Maryellen Brunson

    2014-01-01

    Schools are becoming increasingly diversified; however, training and professional development related to working with English language learners (ELs), especially in the area of English reading, is limited. In this article, we identify three "Big Ideas" of effective and collaborative practices that promote English reading achievement for…

  7. Japanese College Students' Attitudes towards Japan English and American English

    Science.gov (United States)

    Sasayama, Shoko

    2013-01-01

    This study investigated contemporary Japanese college students' attitudes towards Japan English (JE) and American English (AE) through a verbal guise test (VGT) as well as a questionnaire. Forty-four Japanese college students listened to four Japanese and four North Americans reading a text in English, rated them in terms of solidarity-related…

  8. Why Do Primary School English Teachers Decide to Teach English?

    Science.gov (United States)

    Amengual-Pizarro, Marian; Garcia Laborda, Jesus

    2015-01-01

    This study is an attempt to explore the nature of L2 teachers' motivation towards English language learning and their decision to become English teachers. A total of 45 third-year prospective Primary school English teachers at the University of the Balearic Islands completed a small-scale survey adapted from Gardner's Attitude/Motivation Test…

  9. On Differences between General English Teaching and Business English Teaching

    Science.gov (United States)

    Zhu, Wenzhong; Liao, Fang

    2008-01-01

    With the accelerating rate of globalization, business exchanges are carried out cross the border, as a result there is a growing demand for talents professional both in English and Business. We can see that at present Business English courses are offered by many language schools in the aim of meeting the need for Business English talent. Many…

  10. World Englishes, English as an International Language and Applied Linguistics

    Science.gov (United States)

    Kilickaya, Ferit

    2009-01-01

    The paper discusses World Englishes (WEs) in relation to English as an International Language (EIL) and Applied Linguistics. Taking into account Kachru's interesting but at the same time controversial debate about the status of English in its varieties, which are commonly called WEs and the opposing ideas presented by Quirk, it is aimed to present…

  11. English Language Proficiency Tests and Academic Achievement: A Study on the Malaysian University English Test as a Predictor of Technical Programme Undergraduates Academic Achievement

    Science.gov (United States)

    Rahmat, Nurhazlini; Min, Lau Sing; Sungif, Nur Atiqah Md.; Yusup, Farah Nabillah Mior

    2015-01-01

    In the Malaysian education system, English has always played an important role. In acknowledging its importance, Malaysian University English Test (MUET) has been introduced to enable continued emphasis on this role. MUET has been made compulsory for those who wish to pursue a first degree programme in local universities. This study aims to…

  12. Effects of Academic and Non-Academic Instructional Approaches on Preschool English Language Learners' Classroom Engagement and English Language Development

    Science.gov (United States)

    Markova, Ivana

    2017-01-01

    This research compared the relative impact of different preschool activities on the development of bilingual students' English-language skills. The study investigated whether bilingual preschool children would engage more, and use more of their second language (English), during free-play (non-academic) versus teacher-structured (academic)…

  13. Varieties of English.

    Science.gov (United States)

    Brook, G. L.

    The English language is not a monolithic entity but an amalgam of many different varieties that can be associated respectively with groups of speakers, with individuals, and with the occasion. Among such varieties are slang, regional and class dialects, the language of children, and the language used by public speakers, journalists, lawyers,…

  14. English Leadership Quarterly, 1993.

    Science.gov (United States)

    Strickland, James, Ed.

    1993-01-01

    These four issues of the English Leadership Quarterly represent those published during 1993. Articles in number 1 deal with parent involvement and participation, and include: "Opening the Doors to Open House" (Jolene A. Borgese); "Parent/Teacher Conferences: Avoiding the Collision Course" (Robert Perrin); "Expanding Human…

  15. Fostering English Learners' Confidence

    Science.gov (United States)

    Bondie, Rhonda; Gaughran, Laurie; Zusho, Akane

    2014-01-01

    A teacher is doing something right when his high school students--kids with limited English, no less--form groups and begin discussing a lesson on quadratic equations at the start of class, without any teacher direction. Bondie, Gaughran, and Zusho describe "discussion routines" that teachers at International Community High School in the…

  16. Translating English Idioms and Collocations

    Directory of Open Access Journals (Sweden)

    Rochayah Machali

    2004-01-01

    Full Text Available Learners of English should be made aware of the nature, types, and use of English idioms. This paper disensses the nature of idioms and collocations and translation issues related to them

  17. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...... correlational and grounded theory analysis. This essay presents the core ideas of crowdscience games as learning opportunities, and reports how a group of players used “game”, “science” and “conceptual” frames to interpret their experience. Our results suggest that oscillating between the frames instead...

  18. Ravens at Play

    Directory of Open Access Journals (Sweden)

    Deborah Bird Rose

    2011-09-01

    Full Text Available  ‘We were driving through Death Valley, an American-Australian and two Aussies, taking the scenic route from Las Vegas to Santa Cruz.’ This multi-voiced account of multispecies encounters along a highway takes up the challenge of playful and humorous writing that is as well deeply serious and theoretically provocative. Our travels brought us into what Donna Haraway calls the contact zone: a region of recognition and response. The contact zone is a place of significant questions: ‘Who are you, and so who are we? Here we are, and so what are we to become?’ Events were everything in this ecology of play, in which the movements of all the actors involved the material field in its entirety. We were brought into dances of approach and withdrawal, dances emerging directly, to paraphrase Brian Massumi, from the dynamic relation between a myriad of charged particles.

  19. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel

    2011-01-01

    This paper explores how games and play, which are deeply rooted in human beings as a way to learn and interact, can be used to teach certain concepts and practices related to open collaborative innovation. We discuss how playing games can be a source of creativity, imagination and fun, while it can...... also be conducive to deep learning. As such, a game can engage different dimensions of learning and embed elements of active, collaborative, cooperative and problem-based learning. Building on this logic, we present an exploratory case study of the use of a particular board game in a class of a course...... collaboration at the cost of individual performance and possible long-term collective performance as well....

  20. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    study were to better understand the theoretical foundations and practical implications of complex social interaction in organizational innovation settings. As I did not find any existing models or hypotheses that I was interested in testing I set out to discover how I could grasp complex social...... evidence that play and games could be interesting perspectives to take in order to understand complex social interaction. I come to the conclusion that – in innovation settings – the social dynamics that affect the process are essentially about transformation of knowledge across boundaries. I propose......„Play. Learn. Innovate. – Grasping the Social Dynamics of Participatory Innovation“ the title of this thesis describes how the complex interplay of unexpected events led to some burning questions and eventually to this thesis, which one could call an innovation*1*. During several years...

  1. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  2. English Language Teaching Through Literature : An Application of English Poetry in the High School English Textbook to the Classroom

    OpenAIRE

    濵口, 脩

    2004-01-01

    The aim of this present paper is to review the present state of English poetry in the high school English textbooks in Japan and to propose some practical application of English poems to the English language classroom. Several cases in which English poems are found in actual English high school textbooks are discussed, and then, since there seems to be no explanation of teaching English poems, with some notes of them and of reading English poems in general, some practical suggetions for impro...

  3. Standard English and Language Attitudes

    OpenAIRE

    ソランキ, ネイディン

    2005-01-01

    This paper investigates the attitudes and opinions surrounding Standard English (SE) within the United Kingdom. The definition of SE, for the purposes of this study, is standard grammar and standard pronunciation of southern English, commonly referred to as 'BBC English'. The subject of SE and attitudes towards different accents and dialects of British English is emotive and attracts strong opinions. The main issues discussed here are the place of language in society, the social implications ...

  4. Linguistic Characteristics of Advertising English

    Institute of Scientific and Technical Information of China (English)

    易高燕

    2010-01-01

    Advertising language takes form under the influence of linguistics,psychology and sociology,etc,and its way of choosing words and building sentences are quite different from normal English.And as a practical language,advertising English has its specific functions,and it has been distinguished from normal English as an independent language,and it has plentiful values.This paper aims to discuss some linguistic characteristics of advertising English.

  5. Symposium: What Is College English?

    Science.gov (United States)

    Bloom, Lynn Z.; White, Edward M.; Enoch, Jessica; Hawk, Byron

    2013-01-01

    This symposium explores the role(s) College English has (or has not) had in the scholarly work of four scholars. Lynn Bloom explores the many ways College English influenced her work and the work of others throughout their scholarly lives. Edward M. White examines four articles he has published in College English and draws connections between…

  6. Unconventional Internships for English Majors.

    Science.gov (United States)

    Otto, Don H.

    After five years of research, the English department at St. Cloud (Minnesota) State University created an internship program for English majors. The philosophy behind the program is that the typical experience of the English major in college is excellent preparation for what the college graduate will be doing in most careers in business,…

  7. Style and Variables in English.

    Science.gov (United States)

    Shopen, Timothy, Ed.; Williams, Joseph M., Ed.

    A collection of articles on the kinds of variation in English that one finds within the language of one group or one person includes: "The English Language as Rule-Governed Behavior" (Timothy Shopen); "The English Language as Use-Governed Behavior" (Joseph M. Williams); "Styles" (Ann D. Zwicky); "The Organization…

  8. The Passive in Singapore English.

    Science.gov (United States)

    Bao, Zhiming; Wee, Lionel

    1999-01-01

    Presents an analysis of the two passive (or passive-like) constructions in Singapore English which exhibit substrate influence from Malay and Chinese. The paper shows that while substrate languages contribute to the grammar of Singapore English, the continued prestige of standard English exerts normative pressure and mitigates the effect of…

  9. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  10. Human Computation

    CERN Multimedia

    CERN. Geneva

    2008-01-01

    What if people could play computer games and accomplish work without even realizing it? What if billions of people collaborated to solve important problems for humanity or generate training data for computers? My work aims at a general paradigm for doing exactly that: utilizing human processing power to solve computational problems in a distributed manner. In particular, I focus on harnessing human time and energy for addressing problems that computers cannot yet solve. Although computers have advanced dramatically in many respects over the last 50 years, they still do not possess the basic conceptual intelligence or perceptual capabilities...

  11. Playing Second Fiddle?

    DEFF Research Database (Denmark)

    This book poses the inconvenient question whether he European Union has become a secondary actor on the global arena, or whether it has perhaps for a long time already been playing second fiddle without wishing to admit it. What indicators would today, after a prolonged economic and socio......-political crisis in the Eurozone, imply that the EU can challenge the United States, China, or for that matter Russia, and take a position as a true global powerhouse? Has the train already left the station for what is still a very unique experiment, the European Union? Four different visions of Europes’s future...

  12. PlayStation purpura.

    Science.gov (United States)

    Robertson, Susan J; Leonard, Jane; Chamberlain, Alex J

    2010-08-01

    A 16-year-old boy presented with a number of asymptomatic pigmented macules on the volar aspect of his index fingers. Dermoscopy of each macule revealed a parallel ridge pattern of homogenous reddish-brown pigment. We propose that these lesions were induced by repetitive trauma from a Sony PlayStation 3 (Sony Corporation, Tokyo, Japan) vibration feedback controller. The lesions completely resolved following abstinence from gaming over a number of weeks. Although the parallel ridge pattern is typically the hallmark for early acral lentiginous melanoma, it may be observed in a limited number of benign entities, including subcorneal haematoma.

  13. Celadon Figurines Play Instruments

    Institute of Scientific and Technical Information of China (English)

    1995-01-01

    This group of figurines, each 0.15m tall, were unearthed from a Tang Dynasty tomb in Changsha in 1977. Music was very developed in the Tang Dynasty. Colorful musical instruments and dances were popular both among the people and in the palace. These vivid-looking figurines wear pleated skirts with small sleeves and open chest, a style influenced by the non-Han nationalities living in the north and west of China. Some of the musical instruments were brought from the Western Regions. The figurines are playing the xiao (a vertical bamboo flute), the konghou (an

  14. Playful hyper responsibility

    DEFF Research Database (Denmark)

    Knudsen, Hanne; Andersen, Niels Åkerstrøm

    2014-01-01

    Over the past 10–15 years, state-funded schools have begun to require parents to assume an undefined and infinite personal responsibility. In this article, we investigate how schools organize responsibility games to respond to this challenge and how these games affect the concept of responsibility....... We point to a dislocation in the way parents are assigned responsibility, because the definition of responsibility is not only a question of formulating rules or providing advice. We argue that what emerges is a kind of playful hyper responsibility that identifies responsibility as the participation...

  15. Test for English Majors (TEM) in China

    Science.gov (United States)

    Jin, Yan; Fan, Jinsong

    2011-01-01

    The purpose of the Test for English Majors (TEM) is to measure the English proficiency of Chinese university undergraduates majoring in English Language and Literature and to examine whether these students meet the required levels of English language abilities as specified in the National College English Teaching Syllabus for English Majors…

  16. Thinking of English Quality Education

    Institute of Scientific and Technical Information of China (English)

    袁捷

    2012-01-01

    On the suggestions of advancing quality-oriented education actively, the State Education Commission made detailed explanation to Chinese quality education: Quality Education is education taking improv- ing whole nation’s quality as its aim. With the high-speed development of economy, quality education, especially English quality education, is out of line from development in our country. Thus, based on the current situation of English Quality Education, it deserves our attention of Secondary Vocational English Quality Education on English quality, English quality education, principles and strategies.

  17. Attitudes towards English in Ghana

    Directory of Open Access Journals (Sweden)

    Kari Dako

    2017-05-01

    Full Text Available The paper considers official and individual attitudes towards bilingualism in English and a Ghanaian language. We ask whether bilingualism in English and Ghanaian languages is a social handicap, without merit, or an important indicator of ethnic identity. Ghana has about 50 non-mutually intelligible languages, yet there are no statistics on who speaks what language(s where in the country. We consider attitudes to English against the current Ghanaian language policy in education as practised in the school system. Our data reveal that parents believe early exposure to English enhances academic performance; English is therefore becoming the language of the home.

  18. Reconsidering English Grammar Teaching for Improving Non-English Majors' English Writing Ability

    Science.gov (United States)

    Shen, Yuru

    2012-01-01

    With the globalization of world economy, English learners' writing ability has been attached less and less importance. As a result, many college students in China, especially the non-English majors, cannot express themselves effectively in written English. They make various kinds of mistakes, mostly grammar mistakes, such as writing sentence…

  19. John Terry and the Predicament of Englishness: Ambivalence and Nostalgia in the Premier League Era.

    OpenAIRE

    Ewen, Neil

    2013-01-01

    This article examines media discourse surrounding the Chelsea and England footballer John Terry and argues that his iconicity embodies multiple anxieties about Englishness and English football in the era of neoliberalism. In a nostalgic culture in search of ‘traditional’ English heroes, Terry is celebrated for his physicality and traditionally ‘English’ style of play; yet, his off-field behaviour is seen to be both emblematic and symptomatic of a celebrity culture considered to betray the val...

  20. Computer-assisted learning in anatomy at the international medical school in Debrecen, Hungary: a preliminary report.

    Science.gov (United States)

    Kish, Gary; Cook, Samuel A; Kis, Gréta

    2013-01-01

    The University of Debrecen's Faculty of Medicine has an international, multilingual student population with anatomy courses taught in English to all but Hungarian students. An elective computer-assisted gross anatomy course, the Computer Human Anatomy (CHA), has been taught in English at the Anatomy Department since 2008. This course focuses on an introduction to anatomical digital images along with clinical cases. This low-budget course has a large visual component using images from magnetic resonance imaging and computer axial tomogram scans, ultrasound clinical studies, and readily available anatomy software that presents topics which run in parallel to the university's core anatomy curriculum. From the combined computer images and CHA lecture information, students are asked to solve computer-based clinical anatomy problems in the CHA computer laboratory. A statistical comparison was undertaken of core anatomy oral examination performances of English program first-year medical students who took the elective CHA course and those who did not in the three academic years 2007-2008, 2008-2009, and 2009-2010. The results of this study indicate that the CHA-enrolled students improved their performance on required anatomy core curriculum oral examinations (P computer-assisted learning may play an active role in anatomy curriculum improvement. These preliminary results have prompted ongoing evaluation of what specific aspects of CHA are valuable and which students benefit from computer-assisted learning in a multilingual and diverse cultural environment. Copyright © 2012 American Association of Anatomists.

  1. English-Macedonian

    OpenAIRE

    Ananiev, Jovan; Ivanovska, Hristina; Sokolova, Snezana; Shumkovski, Aleksandar; Shishkovska-Nikolovska, Nevenka

    2004-01-01

    The English-Macedonian dictionary on Refugee and Asylum Law presents a supplementary edition of the Pocket Dictionary on Refugee and Asylum. The dictionary is prepared by the Center for Refugees and Forced Migration Studies learn at the Institute for Sociological, Political and Juridical Research. We would like to extend warm thanks for the preparation of the dictionary. to Mr:Tihomir Nikolovski, Protection Assistant of the UNHCR branch office, who is the consulting editor and to Mr.Z...

  2. Playful intelligence digitizing tradition

    CERN Document Server

    Sussman, Henry

    2014-01-01

    This is a guide, in theory and in practice, to how current technological changes have impacted our interaction with texts and with each other. Henry Sussman rereads pivotal moments in literary, philosophical and cultural modernity as anticipating the cybernetic discourse that has increasingly defined theory since the computer revolution. Cognitive science, psychoanalysis and systems theory are paralleled to current trends in literary and philosophical theory. Chapters alternate between theory and readings of literary texts, resulting in a broad but rigorously grounded framework for the relatio

  3. Playing With Population Protocols

    Directory of Open Access Journals (Sweden)

    Xavier Koegler

    2009-06-01

    Full Text Available Population protocols have been introduced as a model of sensor networks consisting of very limited mobile agents with no control over their own movement: A collection of anonymous agents, modeled by finite automata, interact in pairs according to some rules. Predicates on the initial configurations that can be computed by such protocols have been characterized under several hypotheses. We discuss here whether and when the rules of interactions between agents can be seen as a game from game theory. We do so by discussing several basic protocols.

  4. Terminological synonyms in Czech and English sports terminologies

    Directory of Open Access Journals (Sweden)

    Michaela Cocca

    2016-11-01

    Full Text Available The following paper deals with the concept and typology of terminological synonyms in English and Czech, focusing on the official sport terms codified in English and/or Czech dictionaries. The analysis focuses on Anglicisms as terminological doublets, hyposynonyms, stylistic synonyms, and false friends. Results show that a high number of synonyms were generated by the process of transshaping or translating English terms into Czech. Our analysis suggests that there may be found three types of sports synonyms in English (real, quasi-, and pseudo- synonyms and four main types in Czech (terminological doublets, Anglicisms as hyposynonyms, false friends, and stylistic synonyms. The use of synonyms is even more evident in modern or newly created sports; mass media and the accessibility of data through the Internet playing an essential role as they mediate an immense input of information to the target population.

  5. Mobilities at Play

    DEFF Research Database (Denmark)

    Ungruhe, Christian

    2017-01-01

    So far, academic contributions have widely framed football in Africa as a means for migration from a western point of view. At a time, they presented particular and one-dimensional understandings of transnational links in the realm of football migration between Africa and Europe. Macro......-level perspective there is still an analytical gap between the ambitions and experiences of migrating players and economic power relations at play on the one hand and the socio-cultural embedding of the transnational connections in football migration on the other. In order to understand why and how football...... mobilities are indeed linked to ‘the transnational’ in migration there is a need to localize the phenomenon and investigate how local understandings of migration and mobility are lived and expressed in a transnational sport like football. By taking data from fieldwork among West African football migrants...

  6. Dictionaries of Canadian English

    Directory of Open Access Journals (Sweden)

    John Considine

    2011-10-01

    Full Text Available

    Abstract: The lexicographical record of English in Canada began with wordlists of the late eighteenth, nineteenth, and early twentieth centuries. From the beginning of the twentieth century onwards, the general vocabulary of English in Canada has been represented in bilingual and monolingual dictionaries, often adapted from American or British dictionaries. In the 1950s, several important projects were initiated, resulting in the publication of general dictionaries of English in Canada, and of dictionaries of Canadianisms and of the vocabulary of particular regions of Can-ada. This article gives an overview of these dictionaries and of their reception, contextualizing them in the larger picture of the lexicography of Canada's other official language, French, and of a number of its non-official languages. It concludes by looking at the future of English-language lexicography in Canada, and by observing that although it has, at its best, reached a high degree of sophistication, there are still major opportunities waiting to be taken.

    Keywords: DICTIONARY, LEXICOGRAPHY, CANADIAN ENGLISH, CANADIANISMS, NATIONAL DICTIONARIES, CANADIAN FRENCH, CANADIAN FIRST NATIONS LAN-GUAGES, BILINGUAL DICTIONARIES, REGIONAL DICTIONARIES, UNFINISHED DICTIONARY PROJECTS

    Opsomming: Woordeboeke van Kanadese Engels. Die leksikografiese optekening van Engels in Kanada begin met woordelyste van die laat agtiende, neëntiende en vroeë twintigste eeue. Van die begin van die twintigste eeu af en verder, is die algemene woordeskat van Engels weergegee in tweetalige en eentalige woordeboeke, dikwels met wysiginge ontleen aan Ameri-kaanse en Britse woordeboeke. In die 1950's is verskeie belangrike projekte onderneem wat gelei het tot die publikasie van algemene woordeboeke van Engels in Kanada, en van woordeboeke van Kanadeïsmes en van die woordeskat van bepaalde streke van Kanada. Hierdie artikel gee 'n oorsig van dié woordeboeke, en van hul ontvangs, deur

  7. Free time, play and game

    OpenAIRE

    Božović Ratko R.

    2008-01-01

    Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases it...

  8. Computer Lexis and Terminology

    Directory of Open Access Journals (Sweden)

    Gintautas Grigas

    2011-04-01

    Full Text Available Computer becomes a widely used tool in everyday work and at home. Every computer user sees texts on its screen containing a lot of words naming new concepts. Those words come from the terminology used by specialists. The common vocabury between computer terminology and lexis of everyday language comes into existence. The article deals with the part of computer terminology which goes to everyday usage and the influence of ordinary language to computer terminology. The relation between English and Lithuanian computer terminology, the construction and pronouncing of acronyms are discussed as well.

  9. Computer-Related Repetitive Stress Injuries

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Computer-Related Repetitive Stress Injuries KidsHealth / For Parents / Computer-Related Repetitive Stress Injuries What's in this article? ...

  10. High-intensity running in English FA Premier League soccer matches

    DEFF Research Database (Denmark)

    Bradley, Paul S.; Sheldon, William; Wooster, Blake

    2009-01-01

    The aims of this study were to (1) determine the activity profiles of a large sample of English FA Premier League soccer players and (2) examine high-intensity running during elite-standard soccer matches for players in various playing positions. Twenty-eight English FA Premier League games were...

  11. Policies of Global English Tests: Test-Takers' Perspectives on the IELTS Retake Policy

    Science.gov (United States)

    Hamid, M. Obaidul

    2016-01-01

    Globalized English proficiency tests such as the International English Language Testing System (IELTS) are increasingly playing the role of gatekeepers in a globalizing world. Although the use of the IELTS as a "policy tool" for making decisions in the areas of study, work and migration impacts on test-takers' lives and life chances, not…

  12. Corporate Culture and the Use of Written English Within British Subsidiaries in the Netherlands.

    Science.gov (United States)

    Nickerson, Catherine

    1998-01-01

    A study investigated communication patterns in written English and the prevalent corporate culture, the relationship between a British corporate office and its subsidiary in the Netherlands. Survey respondents were senior-level employees at 107 companies. Results indicate corporate culture plays an important role in the level of English skills…

  13. On the Applications of Modern Educational Technology in Maritime English Teaching from the Perspective of Constructivism

    Science.gov (United States)

    Cui, Zhongliang

    2010-01-01

    Nowadays maritime transportation has become a major modern logistics because of its large capacity and low cost. English plays a leading role in the industry of maritime transportation. It is the most important medium and an indispensable communication tool in international business and global marine industry. Maritime English teaching has made…

  14. Teaching With(out) Technology: Secondary English Teachers and Classroom Technology Use

    Science.gov (United States)

    Flanagan, Sara; Shoffner, Melanie

    2013-01-01

    Technology plays an integral role in the English Language Arts (ELA) classroom today, yet teachers and teacher educators continue to develop understandings of how technology influences pedagogy. This qualitative study explored how and why two ELA teachers used different technologies in the secondary English classroom to plan for and deliver…

  15. Imagination, Playfulness, and Creativity in Children's Play with Different Toys

    Science.gov (United States)

    Mo????ller, Signe?? Juhl?

    2015-01-01

    Based on a four-month experimental study of preschool children's play with creative-construction and social-fantasy toys, the author examines the in?uence of both types of toys on the play of preschool children. Her comparative analysis considers the impact of transformative play on the development of imagination during play activities and…

  16. Word Play: Scaffolding Language Development through Child-Directed Play

    Science.gov (United States)

    Wasik, Barbara A.; Jacobi-Vessels, Jill L.

    2017-01-01

    Play is an important activity in young children's lives. It is how children explore their world and build knowledge. Although free play, which is play that is totally child directed, contributes to children's learning, self-regulation and motivation, adults' participation in children's play is critical in their development, especially their…

  17. The Effects of the CALL Model on College English Reading Teaching

    Directory of Open Access Journals (Sweden)

    Dan Zhang

    2017-12-01

    Full Text Available Computer Assisted Language Learning (CALL is an important concept in English teaching method reform. College students’ English reading ability is an important indicator in the evaluation on the college students’ English proficiency. Therefore, this paper applies the CALL model in English reading teaching. Firstly, it introduces the application and development prospect of the CALL model, and analyzes its advantages and disadvantages; secondly, it analyzes the present situation of college English teaching and its influencing factors and then designs an application example to integrate the CALL model with different aspect of English reading. Finally, it analyzes the teaching results of college English reading under the CALL model. Therefore, in both theory and practice, this paper proves the effectiveness and innovativeness of the CALL model.

  18. Democratizing Computer Science

    Science.gov (United States)

    Margolis, Jane; Goode, Joanna; Ryoo, Jean J.

    2015-01-01

    Computer science programs are too often identified with a narrow stratum of the student population, often white or Asian boys who have access to computers at home. But because computers play such a huge role in our world today, all students can benefit from the study of computer science and the opportunity to build skills related to computing. The…

  19. Play the European card

    International Nuclear Information System (INIS)

    Majewski, O.

    1999-01-01

    Dr. Otto Majewski, Chief Executive Officer of the Bayernwerk AG utility, in his capacity as Chairman of the European Nuclear Council pointed out at ENC 98 in Nice that national energy policies constituted a major danger to the use of nuclear power. At the same time, he indicated ways and means by which to evade that danger. The decisions taken in Sweden and in the Federal Republic of Germany to opt out of the use of nuclear power show that national energy policies can seriously jeopardize the use of nuclear power. Bayernwerk CEO Dr. Majewski urged nuclear power plant operators to counteract these tendencies by playing the European card. Nuclear power anyway was a classical topic of European cooperation which, in the past, had resulted in higher safety standards and in the development of the EPR. It should also be attempted, by working on European institutions, to strengthen the use of nuclear power, even on a national level. He invoked economic arguments against nuclear opponents, especially the preservation of competitiveness by means of lower electricity prices, and arguments of climate protection. (orig.) [de

  20. Learning by Playing with Digital Technology

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2006-01-01

    This paper presupposes the notion that there is potential for the integration of play into primary and secondary school activities, because it can stimulate and support the formal as well as informal learning that takes place in school. Digital technology could be a driver for this integration...... Construction Games in Schools. The project is an exploration of how elements of play can be integrated in a technology-based learning environment. I will use examples of empirical data gathered during spring 2006 to demonstrate that play can function as a useful learning strategy, and also point out barriers......, because many of children's play activities already takes place on, and through, digital platforms. The focus for this paper is on how playorientated environmental qualities can be used and might change the current school structure. The background for the paper is the PhD project entitled Computer based...